Yeah, Bane of Arthropods is so useful; I can kill a spider in one hit... or not.
Unbreaking is so useful; my tools last much longer... or not.
Feather Fall is so useful; I can negate most fall damage... but self-made water floes and ender pearls haven't gone anywhere.
Blast protection is so useful; Creepers don't kill me in one hit anymore... just like wearing any armor at all anyways.
Aqua Affinity and Respiration are so useful... oh wait, doors/sugarcane/boats haven't gone anywhere, either.
It's bad enough that I'm stuck with what I get on any given item, but almost everything the enchantments themselves do is either wildly inconsistent or already had methods of achieving.
those are extremely usefull except bane of arthropods
those are extremely usefull except bane of arthropods
And I find Bane of Arth. useful myself, because I only ever get killed by spiders. Every other mob, even creepers and ghasts, are no problem for me, but spiders are a pain with their ability to attack from 5 blocks away and tendency to spawn in groups.
I'll bet that if you tried it out analytically, feeding mobs in front of you in a line while you chop at them with various enchanted swords or bows, you'd find pretty quickly that the enchanted weapons are more efficient.
Also, you fail to consider the usefulness of pick enchantments. I always make an enchanted diamond pick my top priority, and getting an enchant like Efficiency or Fortune really makes a difference when mining. I don't see how any of these enchantments are considered useless.
Rollback Post to RevisionRollBack
The Internet is a big place, friend. I've been places you've n͍̺e̩v̦e̦̰͍͓̩ͅr̜̭̝̬̬͉̤̬ ͙ịm̖͇a͍͇̤͙̥g̤̘i͔͖̤̼̪̬n͖͔̳̬̯e̩̘ḓ͈͔̠̙͇̼̯.͎
Enchanting must be difficult or unpredictable enough to prevent everyone from obtaining over-powered enchantments.
Enchanting must be easy and predictable enough to let everyone get whatever enchantments they want.
Enchanting effects must be unpredictable and/or weak enough to prevent players from becoming indestructible.
Enchanting effects must be predictable and/or strong enough to make players feel rewarded for spending their XP.
Enchanting effects must be consistent in both the power and the nature of their effects to prevent people from getting "crap" enchantments.
Enchanting effects must be varied in both the power and nature of their effects in order to provide reason to enchant more than one item.
Very well, then; Challenge Accepted.
First off, exponential levels are okay if you have control over what to do with them, but the multiplier from 1.2.5 was ridiculous, only approximately 1500 experience should be required for level 50.
This enchantment system would be similar to the power block system in Kid Icarus: Uprising, or the Sticker system in Super Smash Brothers Brawl; Enchantments will be represented by shapes that you place and/or rotate in a grid: http://desmond.image...jpg&res=landing
(the lower part of this picture is the best representation google would yield, don't mind the weapon)
Zero bookshelves will give you a 3x3 grid, and only allow you to use the smallest and weakest enchantments, each bookshelf you "feed" your table will add another available grid space up to 6x6, but these aren't usable until they form a rectangular shape.
Also, they would alternate the side they are added to every time the shelf successfully upgrades.
This adds a slightly exponential aspect to the table itself, while still providing a feeling of growth to the player.
Each enchantment has a specific size and shape block and a set name created by combining some of the existing Standard Galactic Alphabet words and also include some new words to use. Higher ranks of the same enchantment will require more levels, as well as having a bigger or more awkwardly shaped block, and will have a different set name, but that name still sounds relevant to the enchantment when read. The material of the item you are enchanting will only manipulate the level costs of enchantments, the size and shape of the enchantment blocks will remain the same. examples:
This system would be much more easily tweaked for balance than the current one, with tweaks being noticeable immediately. People can mix and match the enchantments they want, with an upper limit imposed by the grid size restriction.
Also, fix several of the enchantments themselves: Make Sharpness/Smite/Bane of Arthropods increase base damage, rather than adding a second layer of critical damage. Make Unbreaking reliably increase lifetime, and make fortune/looting increase minimum drops as well.
Edit: I did have nifty illustrations for everything, but they didn't translate well from the editor to the post itself.
First off, exponential levels are okay if you have control over what to do with them, but the multiplier from 1.2.5 was ridiculous, only approximately 1500 experience should be required for level 50.
This enchantment system would be similar to the power block system in Kid Icarus: Uprising, or the Sticker system in Super Smash Brothers Brawl; Enchantments will be represented by shapes that you place and/or rotate in a grid: http://desmond.image...jpg&res=landing
(the lower part of this picture is the best representation google would yield, don't mind the weapon)
Zero bookshelves will give you a 3x3 grid, and only allow you to use the smallest and weakest enchantments, each bookshelf you "feed" your table will add another available grid space up to 6x6, but these aren't usable until they form a rectangular shape.
Also, they would alternate the side they are added to every time the shelf successfully upgrades.
This adds a slightly exponential aspect to the table itself, while still providing a feeling of growth to the player.
Each enchantment has a specific size and shape block and a set name created by combining some of the existing Standard Galactic Alphabet words and also include some new words to use. Higher ranks of the same enchantment will require more levels, as well as having a bigger or more awkwardly shaped block, and will have a different set name, but that name still sounds relevant to the enchantment when read. The material of the item you are enchanting will only manipulate the level costs of enchantments, the size and shape of the enchantment blocks will remain the same. examples:
This system would be much more easily tweaked for balance than the current one, with tweaks being noticeable immediately. People can mix and match the enchantments they want, with an upper limit imposed by the grid size restriction.
Also, fix several of the enchantments themselves: Make Sharpness/Smite/Bane of Arthropods increase base damage, rather than adding a second layer of critical damage. Make Unbreaking reliably increase lifetime, and make fortune/looting increase minimum drops as well.
Edit: I did have nifty illustrations for everything, but they didn't translate well from the editor to the post itself.
Wow. Nobody has EVER followed up on one of my challenges.
I am surprised to say that I actually like this idea. It is rather well thought out and would add some great versatility to enchanting indeed. It would also make it more interesting adding new enchantments and seeing how they are shaped, along with analytical types like me who would write programs to try every combination and figure out the best possible placement for every enchantment combination.
If I could make any addition to it, I would suggest making enchantments permanent. You don't specify (I might have missed it) but I think that this would make players put more thought into how they arrange the enchanting "pieces", for fear that they would run out of room for a nicer enchant later.
Well done. You have earned my respect and I apologize if anything I've said insulted you. :3
If you are looking for a nice SMP server, drop me a line. I'm looking for regular members.
EDIT: I was going to +1 your post, but I'm all out of +'s for today. :L
First off, exponential levels are okay if you have control over what to do with them, but the multiplier from 1.2.5 was ridiculous, only approximately 1500 experience should be required for level 50.
This enchantment system would be similar to the power block system in Kid Icarus: Uprising, or the Sticker system in Super Smash Brothers Brawl; Enchantments will be represented by shapes that you place and/or rotate in a grid: http://desmond.image...jpg&res=landing
(the lower part of this picture is the best representation google would yield, don't mind the weapon)
Zero bookshelves will give you a 3x3 grid, and only allow you to use the smallest and weakest enchantments, each bookshelf you "feed" your table will add another available grid space up to 6x6, but these aren't usable until they form a rectangular shape.
Also, they would alternate the side they are added to every time the shelf successfully upgrades.
This adds a slightly exponential aspect to the table itself, while still providing a feeling of growth to the player.
Each enchantment has a specific size and shape block and a set name created by combining some of the existing Standard Galactic Alphabet words and also include some new words to use. Higher ranks of the same enchantment will require more levels, as well as having a bigger or more awkwardly shaped block, and will have a different set name, but that name still sounds relevant to the enchantment when read. The material of the item you are enchanting will only manipulate the level costs of enchantments, the size and shape of the enchantment blocks will remain the same. examples:
This system would be much more easily tweaked for balance than the current one, with tweaks being noticeable immediately. People can mix and match the enchantments they want, with an upper limit imposed by the grid size restriction.
Also, fix several of the enchantments themselves: Make Sharpness/Smite/Bane of Arthropods increase base damage, rather than adding a second layer of critical damage. Make Unbreaking reliably increase lifetime, and make fortune/looting increase minimum drops as well.
Edit: I did have nifty illustrations for everything, but they didn't translate well from the editor to the post itself.
I like the idea, though it might be a complex to code, might not. Not a coder. But how would you ensure conflicting enchants can't be on the same one. Right now bane, smite, and sharpness can't all be on one item. Looking at your shape for bane you could easily get all 3 on one item.
Why would conflicting enchantments even need to remain part of the system? I'd say allow the game to simply select the strongest applicable sword enchantment depending on the situation; so an Iron Sword with Sharpness I and Bane of Arthropods II would deal 5 Hearts of damage to spiders/silverfish, and 4 hearts to everything else, to prevent redundancy (Sharpness II, Bane of Arthropods I) simply provide some enchantments with secondary features (Bane of arthropods also allowing you to chop cobwebs faster, Smite breaking monster spawners faster, etc.) As for armor, apply only the strongest resistance for the situation, but give projectile/blast knockback resistance for those forces that scales with the enchantment rank.
I don't understand this that much; enchanted tools are amazing. If skills were added, MC would turn into an RPG, the one thing Notch did not want it to turn into.
Why would conflicting enchantments even need to remain part of the system? I'd say allow the game to simply select the strongest applicable sword enchantment depending on the situation; so an Iron Sword with Sharpness I and Bane of Arthropods II would deal 5 Hearts of damage to spiders/silverfish, and 4 hearts to everything else, to prevent redundancy (Sharpness II, Bane of Arthropods I) simply provide some enchantments with secondary features (Bane of arthropods also allowing you to chop cobwebs faster, Smite breaking monster spawners faster, etc.) As for armor, apply only the strongest resistance for the situation, but give projectile/blast knockback resistance for those forces that scales with the enchantment rank.
The conflicting is to keep items from becoming too OP (btw silk touch and fortune conflict and those 2 definitely should not be on the same item). While I personally feel the sharp/bane/smite enchants shouldn't be conflicting, convincing jeb is a whole other conflict. And even though I don't think jeb will ever do this, it is important to tailor your ideas as if you were trying to get them implemented. After all the main reason jeb won't let people just choose their enchants is because he's trying to keep the system balanced and keep out OP items. And yes even if everyone has the same items, it's still OP, just only to the PVE world, which is most of the game (survival mode)
Getting back to your idea of extra abilities, I like that but maybe make it so it uses the enchant designed for the situation.
ex. 1) fight a spider with sharpness 1 bane 2. only bane 2 extra damage is applied.
ex. 2) take a creeper blast with prot 4, blast 3. only blast 3 damage redux is applied.
ex. 3) skeleton shot with prot 3, blast 2. only prot 3 activates cuz there is no projectile prot. on item
ex. 4) kill skeleton with sharp 1 bane 2, only sharp 1 activates cuz there is no smite on item
This would keep items from becoming any more powerful cuz you still only get the one enchant aiding you but if you dont have the specific enchant, other ones can be used. The only headache this would cause is that the strongest enchant doesn't necessarily activate, but that could be just a part of picking the right enchants for your items.
those are extremely usefull except bane of arthropods
And I find Bane of Arth. useful myself, because I only ever get killed by spiders. Every other mob, even creepers and ghasts, are no problem for me, but spiders are a pain with their ability to attack from 5 blocks away and tendency to spawn in groups.
I'll bet that if you tried it out analytically, feeding mobs in front of you in a line while you chop at them with various enchanted swords or bows, you'd find pretty quickly that the enchanted weapons are more efficient.
Also, you fail to consider the usefulness of pick enchantments. I always make an enchanted diamond pick my top priority, and getting an enchant like Efficiency or Fortune really makes a difference when mining. I don't see how any of these enchantments are considered useless.
Very well, then; Challenge Accepted.
First off, exponential levels are okay if you have control over what to do with them, but the multiplier from 1.2.5 was ridiculous, only approximately 1500 experience should be required for level 50.
This enchantment system would be similar to the power block system in Kid Icarus: Uprising, or the Sticker system in Super Smash Brothers Brawl; Enchantments will be represented by shapes that you place and/or rotate in a grid:
http://desmond.image...jpg&res=landing
(the lower part of this picture is the best representation google would yield, don't mind the weapon)
Zero bookshelves will give you a 3x3 grid, and only allow you to use the smallest and weakest enchantments, each bookshelf you "feed" your table will add another available grid space up to 6x6, but these aren't usable until they form a rectangular shape.
Also, they would alternate the side they are added to every time the shelf successfully upgrades.
This adds a slightly exponential aspect to the table itself, while still providing a feeling of growth to the player.
Each enchantment has a specific size and shape block and a set name created by combining some of the existing Standard Galactic Alphabet words and also include some new words to use. Higher ranks of the same enchantment will require more levels, as well as having a bigger or more awkwardly shaped block, and will have a different set name, but that name still sounds relevant to the enchantment when read. The material of the item you are enchanting will only manipulate the level costs of enchantments, the size and shape of the enchantment blocks will remain the same. examples:
Bane of Arthropods I (beast snuff):
Levels required: 1 (gold) 2 (wood) 3 (iron) 4 (diamond) 5 (stone)
Respiration II (air inside):
Levels required: 10 (gold) 13 (leather) 15 (chain) 18 (diamond) 20 (iron)
Silk Touch (light destroy):
Levels required: 25 (gold) 35 (wood) 40 (iron) 45 (diamond) 50 (stone)
This system would be much more easily tweaked for balance than the current one, with tweaks being noticeable immediately. People can mix and match the enchantments they want, with an upper limit imposed by the grid size restriction.
Also, fix several of the enchantments themselves: Make Sharpness/Smite/Bane of Arthropods increase base damage, rather than adding a second layer of critical damage. Make Unbreaking reliably increase lifetime, and make fortune/looting increase minimum drops as well.
Edit: I did have nifty illustrations for everything, but they didn't translate well from the editor to the post itself.
Wow. Nobody has EVER followed up on one of my challenges.
I am surprised to say that I actually like this idea. It is rather well thought out and would add some great versatility to enchanting indeed. It would also make it more interesting adding new enchantments and seeing how they are shaped, along with analytical types like me who would write programs to try every combination and figure out the best possible placement for every enchantment combination.
If I could make any addition to it, I would suggest making enchantments permanent. You don't specify (I might have missed it) but I think that this would make players put more thought into how they arrange the enchanting "pieces", for fear that they would run out of room for a nicer enchant later.
Well done. You have earned my respect and I apologize if anything I've said insulted you. :3
If you are looking for a nice SMP server, drop me a line. I'm looking for regular members.
EDIT: I was going to +1 your post, but I'm all out of +'s for today. :L
I like the idea, though it might be a complex to code, might not. Not a coder. But how would you ensure conflicting enchants can't be on the same one. Right now bane, smite, and sharpness can't all be on one item. Looking at your shape for bane you could easily get all 3 on one item.
The conflicting is to keep items from becoming too OP (btw silk touch and fortune conflict and those 2 definitely should not be on the same item). While I personally feel the sharp/bane/smite enchants shouldn't be conflicting, convincing jeb is a whole other conflict. And even though I don't think jeb will ever do this, it is important to tailor your ideas as if you were trying to get them implemented. After all the main reason jeb won't let people just choose their enchants is because he's trying to keep the system balanced and keep out OP items. And yes even if everyone has the same items, it's still OP, just only to the PVE world, which is most of the game (survival mode)
Getting back to your idea of extra abilities, I like that but maybe make it so it uses the enchant designed for the situation.
ex. 1) fight a spider with sharpness 1 bane 2. only bane 2 extra damage is applied.
ex. 2) take a creeper blast with prot 4, blast 3. only blast 3 damage redux is applied.
ex. 3) skeleton shot with prot 3, blast 2. only prot 3 activates cuz there is no projectile prot. on item
ex. 4) kill skeleton with sharp 1 bane 2, only sharp 1 activates cuz there is no smite on item
This would keep items from becoming any more powerful cuz you still only get the one enchant aiding you but if you dont have the specific enchant, other ones can be used. The only headache this would cause is that the strongest enchant doesn't necessarily activate, but that could be just a part of picking the right enchants for your items.