But you originally claimed that renaming items should cost XP because you should have to work for good things. So the problem is not that your analogy was "subtle," but that it was incorrect or incomplete.
To continue your analogy, renaming items in Minecraft costing XP would be like having to pay a tax every time you wanted to give names to all your stuffed animals.
The work has been done by obtaining the resources to make the sword, as well as the iron for the anvil. Slapping a title on a tool has no effect on gameplay. It's merely a cosmetic touch to add personality to something you've worked hard to get.
The cost for renaming an item should be the anvil damage, and ONLY the anvil damage.
I can get on board with that.
The REAL problem with naming is not that it costs exp though. The real problem is that because it costs exp, it increases the level of the item when you do it, which means because of the cap, if you name an item you have less ability to enchant or repair it.
Effectively a named item is a weaker item because the cost uses up level cap for no good purpose. I wouldn't even bother using it until this is fixed.
They seem to ramp up 'difficulty' in the wrong places. First it was trampling crops, then it was zombies breaking doors, then it was extreme boring grinding to make a boss, now it's spending 5 levels to name items. *sigh*
They seem to ramp up 'difficulty' in the wrong places. First it was trampling crops, then it was zombies breaking doors, then it was extreme boring grinding to make a boss, now it's spending 5 levels to name items. *sigh*
Can only trample crops by jumping on them. (And these were majorly improved in the history of Minecraft
Zombies breaking through doors seems logical!
Most grinders wont have the spawned monsters drop exp on kill.
Only the zombies breaking through door addition is considered a difficulty (Hard mode only :/)
Can only trample crops by jumping on them. (And these were majorly improved in the history of Minecraft
Zombies breaking through doors seems logical!
Most grinders wont have the spawned monsters drop exp on kill.
Only the zombies breaking through door addition is considered a difficulty (Hard mode only :/)
I think I had the crop thing backwards. lol
I wish zombies would open doors after those couple of seconds rather than breaking them down because then it becomes a scenario of heavy maintenance or you put your village in an impenetrable box and it makes it lame. It gets worse when you want to make a large village or city since golems conglomerate in the same spot and are slow.
I'm confused on what point you're trying to make with the mob grinders.
I don't see why renaming an item costs XP, and don't think it should. Maybe it's so players don't endlessly spam swords with custom names and IDs so the server logs don't get filled up with them. But even if that's the case, it would make more sense to only allow players 10 custom named swords, but seeing as players can have any number of swords with various enchantments, still doesn't make sense.
Once you've enchanted all your gear, and you have one super-amazing-OMG-this-is-so-awesome enchanted diamond sword, the idea is that you can name your awesome sword (or other item) because it is special. Once you've enchanted everything you own, what else are you going to do with XP?
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They seem to ramp up 'difficulty' in the wrong places. First it was trampling crops, then it was zombies breaking doors, then it was extreme boring grinding to make a boss, now it's spending 5 levels to name items. *sigh*
The boss in question is ludicrously difficult to fight. He seems to make a concerted effort to stay twenty feet directly above the player, bombarding you with explosions, and he even becomes invulnerable to arrows. How the eff am I supposed to beat this thing? I can't even get near him!
It's obnoxious. I hacked myself full diamond and a regen potion, but it didn't make a difference, because I could never get freakin' close enough to accomplish anything. I spent half the boss fight staring straight up into the sky, firing arrows with reckless abandon, while his explosions tossed me back and forth and spinning, disorienting me completely because I still had to look straight up. You can't both watch the boss and maneuver through the terrain, because his explosions tear it to shreds, so you're constantly getting caught up on blocks, and whenever I tried to rise toward him, he just floated higher. It's absolutely terrible boss design.
/Wither rant
Frankly, I like most of what I see for 1.4, but sometimes, Mojang...
I really agree here. If renaming things costs XP I won't even be using it.
...sort of like how you're not using it now?
Hey look, a new thing that I have always done just fine without and have never even conceived of having before! Aww! It's the wrong color, let's b***h !
Why do we have to use an anvil to rename something in the first place? Dinnerbone tweeted some pics of an awesome-looking lectern that a lot of people thought would end up being used to rename items. In my opinion, that makes a lot more sense anyway. I would love to see the renaming feature moved to the lectern while repairing and combining enchanted items stays with the anvil.
Anyway, about the xp, I think that renaming items should be free or low-cost (1-2 levels) to open the feature up to more people, but that a higher-cost renaming should be available that also gives the name a customizable color. This would allow people to still create "trophy" items that have tons of xp poured into them without requiring everyone to amass that amount just to name a bow "Abe's Bow" or the like.
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"Redstone is a powerful thing. By itself, it does a lot of crazy stuff. When you add lots of it together, it does even more crazier stuff." -Dinnerbone
The boss in question is ludicrously difficult to fight. He seems to make a concerted effort to stay twenty feet directly above the player, bombarding you with explosions, and he even becomes invulnerable to arrows. How the eff am I supposed to beat this thing? I can't even get near him!
It's obnoxious. I hacked myself full diamond and a regen potion, but it didn't make a difference, because I could never get freakin' close enough to accomplish anything. I spent half the boss fight staring straight up into the sky, firing arrows with reckless abandon, while his explosions tossed me back and forth and spinning, disorienting me completely because I still had to look straight up. You can't both watch the boss and maneuver through the terrain, because his explosions tear it to shreds, so you're constantly getting caught up on blocks, and whenever I tried to rise toward him, he just floated higher. It's absolutely terrible boss design.
/Wither rant
Frankly, I like most of what I see for 1.4, but sometimes, Mojang...
I haven't tried it yet but I assume it would be easier to fight it in the end because of the blast resistance of the ground. Imagine if the nether star fell in the void though.
Naming someone else's pickaxe/sword/shovel/axe would be really funny so it comes with a price.
I have the name Axe of shame in mind.
This is a server-only problem, and survival mode on servers sucks anyway for the most part, unless it's literally just you and three good friends, in which case it's all shenanigans anyway and it's fun.
These features are designed with single player in mind. Can you imagine the horrifying consequences if someone spawned a Wither in the middle of a city?
naming a tool or weapon with levels is unreasonable because it doesn't makes sense. Naming tools doesn't give any benefits other than personalizing it, therefore shouldn't cost. I'd support a new item that could name tools/weapons without costing xp because naming a tool with an anvil when repairing it doesn't make much sense at all.
No, not quite, because like I said I just named my sword the Eviscerator and that was completely free of charge.
But you originally claimed that renaming items should cost XP because you should have to work for good things. So the problem is not that your analogy was "subtle," but that it was incorrect or incomplete.
To continue your analogy, renaming items in Minecraft costing XP would be like having to pay a tax every time you wanted to give names to all your stuffed animals.
The work has been done by obtaining the resources to make the sword, as well as the iron for the anvil. Slapping a title on a tool has no effect on gameplay. It's merely a cosmetic touch to add personality to something you've worked hard to get.
I can get on board with that.
The REAL problem with naming is not that it costs exp though. The real problem is that because it costs exp, it increases the level of the item when you do it, which means because of the cap, if you name an item you have less ability to enchant or repair it.
Effectively a named item is a weaker item because the cost uses up level cap for no good purpose. I wouldn't even bother using it until this is fixed.
That seems like the way to go here, or a really cheap rename (like .5 a level)
Can only trample crops by jumping on them. (And these were majorly improved in the history of Minecraft
Zombies breaking through doors seems logical!
Most grinders wont have the spawned monsters drop exp on kill.
Only the zombies breaking through door addition is considered a difficulty (Hard mode only :/)
I wish zombies would open doors after those couple of seconds rather than breaking them down because then it becomes a scenario of heavy maintenance or you put your village in an impenetrable box and it makes it lame. It gets worse when you want to make a large village or city since golems conglomerate in the same spot and are slow.
I'm confused on what point you're trying to make with the mob grinders.
Once you've enchanted all your gear, and you have one super-amazing-OMG-this-is-so-awesome enchanted diamond sword, the idea is that you can name your awesome sword (or other item) because it is special. Once you've enchanted everything you own, what else are you going to do with XP?
I find the idea kind of stupid,too.
Enchant wooden tools
The boss in question is ludicrously difficult to fight. He seems to make a concerted effort to stay twenty feet directly above the player, bombarding you with explosions, and he even becomes invulnerable to arrows. How the eff am I supposed to beat this thing? I can't even get near him!
It's obnoxious. I hacked myself full diamond and a regen potion, but it didn't make a difference, because I could never get freakin' close enough to accomplish anything. I spent half the boss fight staring straight up into the sky, firing arrows with reckless abandon, while his explosions tossed me back and forth and spinning, disorienting me completely because I still had to look straight up. You can't both watch the boss and maneuver through the terrain, because his explosions tear it to shreds, so you're constantly getting caught up on blocks, and whenever I tried to rise toward him, he just floated higher. It's absolutely terrible boss design.
/Wither rant
Frankly, I like most of what I see for 1.4, but sometimes, Mojang...
...sort of like how you're not using it now?
Hey look, a new thing that I have always done just fine without and have never even conceived of having before! Aww! It's the wrong color, let's b***h !
Anyway, about the xp, I think that renaming items should be free or low-cost (1-2 levels) to open the feature up to more people, but that a higher-cost renaming should be available that also gives the name a customizable color. This would allow people to still create "trophy" items that have tons of xp poured into them without requiring everyone to amass that amount just to name a bow "Abe's Bow" or the like.
I have the name Axe of shame in mind.
This is a server-only problem, and survival mode on servers sucks anyway for the most part, unless it's literally just you and three good friends, in which case it's all shenanigans anyway and it's fun.
These features are designed with single player in mind. Can you imagine the horrifying consequences if someone spawned a Wither in the middle of a city?