some people complain just because they like doing it....a new game comes out? Here comes a stupid complaint!
a new update with a weapon Nerf? here they come raging!
its almost a style of life, you just can't do anything about it.
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While alive, you have a 100% chance of dying, so don't sweat it.
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War
Pestilence
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"Yet another stands before me... Then so be it. For the curse of life, is the curse of want. And so, you peer... Into the fog, in hope of answers."
Do you guys actually play survival though? By the time you get an enchanting table you usually have roughly 45 lazulis and about 38 levels, which means you don't ever have to worry about enchant cost but the repair cost for your initial set skyrockets, even after naming it.
Just to break it down for you guys: enchanting is way too cheap, repairing becomes way too expensive. I really don't like this new system, it's the exact opposite of how it should be.
Just to break it down for you guys: enchanting is way too cheap, repairing becomes way too expensive. I really don't like this new system, it's the exact opposite of how it should be.
Ummm...what? I just did tests, and repairing an already-enchanted sword costs one level per item you throw in to repair it, so repairing a best-enchants diamond sword with 1 use left with a fresh diamond sword only costs 1 level, regardless of the enchantments on your item. It's only the other way around that it still costs 30+ levels.
Ummm...what? I just did tests, and repairing an already-enchanted sword costs one level per item you throw in to repair it, so repairing a best-enchants diamond sword with 1 use left with a fresh diamond sword only costs 1 level, regardless of the enchantments on your item. It's only the other way around that it still costs 30+ levels.
It is true the number of enchants doesn't effect anything, but the cost rises 1 level every time you use an anvil.
Ummm...what? I just did tests, and repairing an already-enchanted sword costs one level per item you throw in to repair it, so repairing a best-enchants diamond sword with 1 use left with a fresh diamond sword only costs 1 level, regardless of the enchantments on your item. It's only the other way around that it still costs 30+ levels.
Try repairing it again; I did a test with a renamed Efficiency V, Fortune III, Unbreaking III diamond pickaxe and the first repair cost 5 levels (I only tried one unit, which requires 37 levels under the old system, with a sacrifice repair being impossible); the second repair cost 6 levels.
At least it appears that the repair cost doesn't depend on how much durability you restore; I only mined a few blocks when testing (I renamed/enchanted/repaired it in Creative, if that means anything, since I just wanted to quickly test it).
I also assume that you repaired a sword that was enchanted with the table, so no prior work cost for a repair cost of one, as I did four anvil operations before repairing, thus the repair cost of 5 levels. This also means that enchanting with books to get exactly what you want is an even bigger disadvantage than it was before (more XP to enchant books, but at least you could avoid an incrementing repair cost).
Of course, with a fixed cost regardless of enchants, you can now get many more uses out of a totally maxed out tool/weapon which would be impossible to repair under the old system, with only Unbreaking III to make it last longer, and you can now repair the aforementioned pickaxe when the durability is nearly zero instead of 25% at a time (not a problem for me with the old system but if you branch mine instead of cave you'd probably use a non-Fortune pickaxe for general mining; this makes using one pickaxe more viable, however).
I was repairing a golden pickaxe with a full pickaxe, so that was the 'entire repair' essentially. It costs the same for any material.
It does seem to be nice for multi-enchants, but bad for low-grade enchanted items that you would use often. This system stresses the use of unbreaking and going all-out on enchants. What I don't like is that it rises every time, you do get a lot of use but it just seems eerie that at some point you won't be able to repair it again, and that makes you limit using it a little bit.
Enchants basically cost nothing and the system is made to where you try different enchants all the time because if you use the same tool too long, it becomes too expensive to repair. If you enjoy naming things and enjoy using the same enchants all the time, this system isn't for you.
Enchants basically cost nothing and the system is made to where you try different enchants all the time because if you use the same tool too long, it becomes too expensive to repair. If you enjoy naming things and enjoy using the same enchants all the time, this system isn't for you.
I would rather prefer a system where I'm not sitting in a grinder for half an hour. I do indeed agree that this system is far too easy to obtain the desired material; once you enchant a tool, you can enchant another as soon as killing a few other mobs for their XP drops. The only limitation here is the amount of resources. Although, that problem can be easily solved by enchanting your pickaxe first with Fortune III, and then mine the rest of the Lapis. It would be much easier since you get a 'preview' of what to expect.
P.S. Mindcrack UHC contestants now must collect that lapis that they always leave behind xD
I kind of miss the randomness involved because now I heard the enchant is locked for each tool category.... (like you can't insert and remove the tool from the enchanting table to select a different enchant).
I kind of miss the randomness involved because now I heard the enchant is locked for each tool category.... (like you can't insert and remove the tool from the enchanting table to select a different enchant).
Is there a way to change that? As in... enchant another 'tool category' to overwrite the previous one?
I would rather prefer a system where I'm not sitting in a grinder for half an hour. I do indeed agree that this system is far too easy to obtain the desired material; once you enchant a tool, you can enchant another as soon as killing a few other mobs for their XP drops. The only limitation here is the amount of resources. Although, that problem can be easily solved by enchanting your pickaxe first with Fortune III, and then mine the rest of the Lapis. It would be much easier since you get a 'preview' of what to expect.
P.S. Mindcrack UHC contestants now must collect that lapis that they always leave behind xD
The only time I actually started making xp grinders was the first enchanting system. The 2nd system made it for me where getting the enchants I wanted took a little and the repairs were still crazy.
The addition of enchanting books made it where you did have more control over enchants because you know which enchant you could apply using the enchanted book and anvil. The repair system still required a lot of levels.
This system makes it where the first part is super cheap in levels but repairs START OUT cheap. Essentially they have been tweaking the wrong things this entire time.
Now we know how to play the system >:'D enchant low levels to reset everything
I was testing this, and it turns out every category is overwritten with either the same enchantment or a different one. So, to get around this, you would want to enchant a useless tool/spare book with a level one enchantment.
This system makes it where the first part is super cheap in levels but repairs START OUT cheap. Essentially they have been tweaking the wrong things this entire time.
One could argue that tools don't last forever anymore yet one could also argue that although they don't last forever they can still last a long time due to the new system of repair and even very high end enchanted items can be repaired for low levels initially.
One could argue that tools don't last forever anymore yet one could also argue that although they don't last forever they can still last a long time due to the new system of repair and even very high end enchanted items can be repaired for low levels initially.
I believe this is intentional, as having to repair the tool infinitely will be quite overpowering. If you happen to come across the "ULTIMATE SWORD" with a blazing Fire Aspect II, Unbreaking III, Sharpness IV, and Looting III, you wouldn't be able to repair that in the old system. That way it doesn't make repairing extremely tedious, yet it has a limit so that once you reach 'Too Expensive!', you know the sword's time is up in the world. Thus you would have to restart the same process again.
a new update with a weapon Nerf? here they come raging!
its almost a style of life, you just can't do anything about it.
Roleplay characters:
Death (me)
War
Pestilence
Famine
Just to break it down for you guys: enchanting is way too cheap, repairing becomes way too expensive. I really don't like this new system, it's the exact opposite of how it should be.
Ummm...what? I just did tests, and repairing an already-enchanted sword costs one level per item you throw in to repair it, so repairing a best-enchants diamond sword with 1 use left with a fresh diamond sword only costs 1 level, regardless of the enchantments on your item. It's only the other way around that it still costs 30+ levels.
Try repairing it again; I did a test with a renamed Efficiency V, Fortune III, Unbreaking III diamond pickaxe and the first repair cost 5 levels (I only tried one unit, which requires 37 levels under the old system, with a sacrifice repair being impossible); the second repair cost 6 levels.
At least it appears that the repair cost doesn't depend on how much durability you restore; I only mined a few blocks when testing (I renamed/enchanted/repaired it in Creative, if that means anything, since I just wanted to quickly test it).
I also assume that you repaired a sword that was enchanted with the table, so no prior work cost for a repair cost of one, as I did four anvil operations before repairing, thus the repair cost of 5 levels. This also means that enchanting with books to get exactly what you want is an even bigger disadvantage than it was before (more XP to enchant books, but at least you could avoid an incrementing repair cost).
Of course, with a fixed cost regardless of enchants, you can now get many more uses out of a totally maxed out tool/weapon which would be impossible to repair under the old system, with only Unbreaking III to make it last longer, and you can now repair the aforementioned pickaxe when the durability is nearly zero instead of 25% at a time (not a problem for me with the old system but if you branch mine instead of cave you'd probably use a non-Fortune pickaxe for general mining; this makes using one pickaxe more viable, however).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
It does seem to be nice for multi-enchants, but bad for low-grade enchanted items that you would use often. This system stresses the use of unbreaking and going all-out on enchants. What I don't like is that it rises every time, you do get a lot of use but it just seems eerie that at some point you won't be able to repair it again, and that makes you limit using it a little bit.
It actually makes people WORK for their enchantments.
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I would rather prefer a system where I'm not sitting in a grinder for half an hour. I do indeed agree that this system is far too easy to obtain the desired material; once you enchant a tool, you can enchant another as soon as killing a few other mobs for their XP drops. The only limitation here is the amount of resources. Although, that problem can be easily solved by enchanting your pickaxe first with Fortune III, and then mine the rest of the Lapis. It would be much easier since you get a 'preview' of what to expect.
P.S. Mindcrack UHC contestants now must collect that lapis that they always leave behind xD
Is there a way to change that? As in... enchant another 'tool category' to overwrite the previous one?
....
Now we know how to play the system >:'D enchant low levels to reset everything
The addition of enchanting books made it where you did have more control over enchants because you know which enchant you could apply using the enchanted book and anvil. The repair system still required a lot of levels.
This system makes it where the first part is super cheap in levels but repairs START OUT cheap. Essentially they have been tweaking the wrong things this entire time.
I was testing this, and it turns out every category is overwritten with either the same enchantment or a different one. So, to get around this, you would want to enchant a useless tool/spare book with a level one enchantment.
One could argue that tools don't last forever anymore yet one could also argue that although they don't last forever they can still last a long time due to the new system of repair and even very high end enchanted items can be repaired for low levels initially.
I believe this is intentional, as having to repair the tool infinitely will be quite overpowering. If you happen to come across the "ULTIMATE SWORD" with a blazing Fire Aspect II, Unbreaking III, Sharpness IV, and Looting III, you wouldn't be able to repair that in the old system. That way it doesn't make repairing extremely tedious, yet it has a limit so that once you reach 'Too Expensive!', you know the sword's time is up in the world. Thus you would have to restart the same process again.