Bow has many useful enchantment, but i see Infinity is the most (relative to others) OP one. It's not OP in short term. but in long term, yes.
Ok, let's start with two bows. One with Infinity, and the other one isn't.
Let's shoot each bow 10 times. The usage are :
Normal bow : 10 arrows used.
Infinity bow : 0 arrows used.
Not many, 10 arrrows is easy.
Ok, let's do it again until both bow almost break. The usage are :
Normal bow : 384 arrows used (because bow had 384 durabilities).
Infinity bow : 0 arrows used.
Note : 384 arrrows is 6 stacks.
The differences getting bigger. Now, do previous step again. But, this time enchant both bow with Unbreaking 3. Let's see :
Normal bow : 384*(3+1)=1536 arrows used.
Infinity bow : 0*(3+1)=0 arrows used.
Note : 1536 arrrows is 24 stacks.
24 stacks is almost 1 full chest. It's getting slightly OP.
From 1.7, bows can repaired in anvil up to 6 times. Let's repair and do it again.
Normal bow : 1536*2=3027 arrows used.
Infinity bow : 0*2=0 arrows used.
Note : 3027 arrrows is 48 stacks.
48 stacks is almost 1 double chest. Repeated 5 times :
Normal bow : 1536*6=9216 arrows used.
Infinity bow : 0*6=0 arrows used.
Note : 9216 arrrows is 144 stacks.
Wow, 144 stacks is 2,66 double chest.
From 1.9, the new Mending enchantment give player ability to repait tools byt EXP. Simply, infinite durability. Let's see the stats again :
Normal bow : +INF arrows used.
Infinity bow : 0 arrows used.
See, the arrow usage is getting bigger and bigger until its too OP.
The New Mechanic
Now, the solution of Infinity is to reduce the arrow usage. NOT REMOVE IT! Ok, here are some changes :
It has (Level/(Level+1)) chance to not consuming arrow, the arrow cannot picked up.
For special arrow, (Level/(Level*8+8)).
Up to level 3.
Slightly more cost than Unbreaking.
Ok, that's the new stats of Infinity. You can calculate the arrow usage. I don't want to calculate it, because this suggestion will be Very Long. Hope you found the solution and support it! .
Infinity is useful for map making. Getting rid of it would ruin lots of maps.
But it's Overpowered in PVP. Two enchantment (Infinity and Unbreaking) and one arrow and you're bow is an infinite machinegun. What is the point of killing chicken, trying to find flint, and chopping wood? And for mapmaking, use commandblock that will give you new arrow when you're ran out of arrow.
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I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Look at Unbreaking! Is tool cheap? Yes. Is ubreaking makes your tool unbreakable? No. Use the same logic to Infinity and there you go.
The semantics of literal or figurative infinity don't matter. What matters is game mechanics. Does infinity affect tipped arrows? No, that would be overpowered. Does infinity affect regular arrows? Yes, because regular arrows are easy to acquire after a certain point.
Look at Unbreaking! Is tool cheap? Yes. Is ubreaking makes your tool unbreakable? No. Use the same logic to Infinity and there you go.
Conversely, I have a Villager that sells infinite mending books for cheap so all of my tools and armor are unbreakable. The game isn't exactly consistent with that kind of rule.
The semantics of literal or figurative infinity don't matter. What matters is game mechanics. Does infinity affect tipped arrows? No, that would be overpowered. Does infinity affect regular arrows? Yes, because regular arrows are easy to acquire after a certain point.
Many Arrow < No Arrow.
The Infinity Arrow reduction is too much. It should reduce the number of arrow uses, not removing it.
And then it will open the tipped arrow usage reduction (balance).
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I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Conversely, I have a Villager that sells infinite mending books for cheap so all of my tools and armor are unbreakable. The game isn't exactly consistent with that kind of rule.
Mending is NOT INFINITE. It repair itself by consuming XP. And yes, life's tough.
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I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Why would you intentionally take something that's worked for years, and change it? Infinity means infinity. Besides, it doesn't work with specialized arrows.
The Infinity Arrow reduction is too much. It should reduce the number of arrow uses, not removing it.
And then it will open the tipped arrow usage reduction (balance).
You tell me that it should happen, and give a reason that it could be balanced, but you have yet to tell me why it should happen. Without telling me about how unbreaking is not actually unbreaking, explain to me why this change should be added. Why should this be in the game? Why is it a good mechanic? Why is Infinity too much right now?
Why would you intentionally take something that's worked for years, and change it? Infinity means infinity. Besides, it doesn't work with specialized arrows.
It'd be okay to change something that's worked for years, so long as the reason for doing so makes sense. Logic always trumps 'tradition.'
Why would you intentionally take something that's worked for years, and change it? Infinity means infinity. Besides, it doesn't work with specialized arrows.
What if it worked with new tipped arrow, but with my mechanics (with some change). And yes, changing thing worked for years is ok (only if it was bad).
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Mending is NOT INFINITE. It repair itself by consuming XP. And yes, life's tough.
Depending on how you play XP is beyond dirt cheap; why, I can mine all the coal ore I want (a couple thousand per play session) and get enough XP to offset 8 times as many uses (2 durability per XP * 4x the uses with Unbreaking III). I mean, I spend far more XP to keep my gear in repair in 1.6.4, where every item I have costs far more XP to repair on an anvil, yet never had a problem getting enough without XP farms (just yesterday I spent 7,000 XP to repair a pickaxe since I had 70 levels when I only needed 31, so this increases my XP expenditures even more).
In fact, I'm surprised that they didn't rebalance Mending before the final release, for example, make it restore less durability as the number of enchantments increases, or even use it as a substitute for renaming in versions before 1.8 (renaming prevented the cost from increasing, allowing infinite anvil repairs at the expense of XP and resources).
As for making Infinity work like Unbreaking, I wouldn't have any problem with it since I don't use a bow that much anyway (I kill most skeletons with my sword, often by waiting behind a corner and ambushing them). Each skeleton drops an average of one arrow, which is good for an average of 4 uses if Infinity had three levels like Unbreaking and with Power V you can often kill them in one hit, certainly less than 4 if you have good aim (more difficult in 1.9 due to their strafing); I do not see a reason to provide 5 levels. Custom maps can use something like Infinity 1000, or they can even make it so that levels above 3 prevent any arrows from being consumed (this could have been done with Unbreaking as well instead of adding a new NBT tag for unbreakable items. In either case you can't get levels above 3 in Survival).
You tell me that it should happen, and give a reason that it could be balanced, but you have yet to tell me why it should happen. Without telling me about how unbreaking is not actually unbreaking, explain to me why this change should be added. Why should this be in the game? Why is it a good mechanic? Why is Infinity too much right now?
Ok i changed my motivation.
It'd be okay to change something that's worked for years, so long as the reason for doing so makes sense. Logic always trumps 'tradition.'
Depending on how you play XP is beyond dirt cheap; why, I can mine all the coal ore I want (a couple thousand per play session) and get enough XP to offset 8 times as many uses (2 durability per XP * 4x the uses with Unbreaking III). I mean, I spend far more XP to keep my gear in repair in 1.6.4, where every item I have costs far more XP to repair on an anvil, yet never had a problem getting enough without XP farms (just yesterday I spent 7,000 XP to repair a pickaxe since I had 70 levels when I only needed 31, so this increases my XP expenditures even more).
In fact, I'm surprised that they didn't rebalance Mending before the final release, for example, make it restore less durability as the number of enchantments increases, or even use it as a substitute for renaming in versions before 1.8 (renaming prevented the cost from increasing, allowing infinite anvil repairs at the expense of XP and resources).
As for making Infinity work like Unbreaking, I wouldn't have any problem with it since I don't use a bow that much anyway (I kill most skeletons with my sword, often by waiting behind a corner and ambushing them). Each skeleton drops an average of one arrow, which is good for an average of 4 uses if Infinity had three levels like Unbreaking and with Power V you can often kill them in one hit, certainly less than 4 if you have good aim (more difficult in 1.9 due to their strafing); I do not see a reason to provide 5 levels. Custom maps can use something like Infinity 1000, or they can even make it so that levels above 3 prevent any arrows from being consumed (this could have been done with Unbreaking as well instead of adding a new NBT tag for unbreakable items. In either case you can't get levels above 3 in Survival).
Haha, i forget that Unbreaking normally cannot be level 5 . I am going to take a look at Minecraft Wiki and verify that.
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Background
Bow has many useful enchantment, but i see Infinity is the most (relative to others) OP one. It's not OP in short term. but in long term, yes.
Ok, let's start with two bows. One with Infinity, and the other one isn't.
Let's shoot each bow 10 times. The usage are :
Not many, 10 arrrows is easy.
Ok, let's do it again until both bow almost break. The usage are :
Note : 384 arrrows is 6 stacks.
The differences getting bigger. Now, do previous step again. But, this time enchant both bow with Unbreaking 3. Let's see :
Note : 1536 arrrows is 24 stacks.
24 stacks is almost 1 full chest. It's getting slightly OP.
From 1.7, bows can repaired in anvil up to 6 times. Let's repair and do it again.
Note : 3027 arrrows is 48 stacks.
48 stacks is almost 1 double chest. Repeated 5 times :
Note : 9216 arrrows is 144 stacks.
Wow, 144 stacks is 2,66 double chest.
From 1.9, the new Mending enchantment give player ability to repait tools byt EXP. Simply, infinite durability. Let's see the stats again :
See, the arrow usage is getting bigger and bigger until its too OP.
The New Mechanic
Now, the solution of Infinity is to reduce the arrow usage. NOT REMOVE IT! Ok, here are some changes :
Ok, that's the new stats of Infinity. You can calculate the arrow usage. I don't want to calculate it, because this suggestion will be Very Long. Hope you found the solution and support it! .
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Eeeeh, I like Infinity, it's a rare enchant and all it does it reduce the need to carry around stacks upon stacks of annoying arrows. No Support
Infinity is useful for map making. Getting rid of it would ruin lots of maps.
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But it's Overpowered in PVP. Two enchantment (Infinity and Unbreaking) and one arrow and you're bow is an infinite machinegun. What is the point of killing chicken, trying to find flint, and chopping wood? And for mapmaking, use commandblock that will give you new arrow when you're ran out of arrow.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Infinity generally isn't seen as a huge problem because arrows are dirt cheap to acquire.
Look at Unbreaking! Is tool cheap? Yes. Is ubreaking makes your tool unbreakable? No. Use the same logic to Infinity and there you go.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
I like infinity.
The alternative is killing tons and tons of chickens or skellies for arrows. It's a high level enchantment.
edit: or trading for them.
The semantics of literal or figurative infinity don't matter. What matters is game mechanics. Does infinity affect tipped arrows? No, that would be overpowered. Does infinity affect regular arrows? Yes, because regular arrows are easy to acquire after a certain point.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Conversely, I have a Villager that sells infinite mending books for cheap so all of my tools and armor are unbreakable. The game isn't exactly consistent with that kind of rule.
Infinity is useful. Plus, no game removal threads. No support.
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Many Arrow < No Arrow.
The Infinity Arrow reduction is too much. It should reduce the number of arrow uses, not removing it.
And then it will open the tipped arrow usage reduction (balance).
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Or, add some mid-level alternatives so newer player can get it?
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Mending is NOT INFINITE. It repair itself by consuming XP. And yes, life's tough.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
No.
Why would you intentionally take something that's worked for years, and change it? Infinity means infinity. Besides, it doesn't work with specialized arrows.
Time-travel mod request! (It's long over-due and would be fantastic!)
You tell me that it should happen, and give a reason that it could be balanced, but you have yet to tell me why it should happen. Without telling me about how unbreaking is not actually unbreaking, explain to me why this change should be added. Why should this be in the game? Why is it a good mechanic? Why is Infinity too much right now?
It'd be okay to change something that's worked for years, so long as the reason for doing so makes sense. Logic always trumps 'tradition.'
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
What if it worked with new tipped arrow, but with my mechanics (with some change). And yes, changing thing worked for years is ok (only if it was bad).
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Depending on how you play XP is beyond dirt cheap; why, I can mine all the coal ore I want (a couple thousand per play session) and get enough XP to offset 8 times as many uses (2 durability per XP * 4x the uses with Unbreaking III). I mean, I spend far more XP to keep my gear in repair in 1.6.4, where every item I have costs far more XP to repair on an anvil, yet never had a problem getting enough without XP farms (just yesterday I spent 7,000 XP to repair a pickaxe since I had 70 levels when I only needed 31, so this increases my XP expenditures even more).
In fact, I'm surprised that they didn't rebalance Mending before the final release, for example, make it restore less durability as the number of enchantments increases, or even use it as a substitute for renaming in versions before 1.8 (renaming prevented the cost from increasing, allowing infinite anvil repairs at the expense of XP and resources).
As for making Infinity work like Unbreaking, I wouldn't have any problem with it since I don't use a bow that much anyway (I kill most skeletons with my sword, often by waiting behind a corner and ambushing them). Each skeleton drops an average of one arrow, which is good for an average of 4 uses if Infinity had three levels like Unbreaking and with Power V you can often kill them in one hit, certainly less than 4 if you have good aim (more difficult in 1.9 due to their strafing); I do not see a reason to provide 5 levels. Custom maps can use something like Infinity 1000, or they can even make it so that levels above 3 prevent any arrows from being consumed (this could have been done with Unbreaking as well instead of adding a new NBT tag for unbreakable items. In either case you can't get levels above 3 in Survival).
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Why do I still play in 1.6.4?
Ok i changed my motivation.
Ok, which part of my reasoning is flawed?
Haha, i forget that Unbreaking normally cannot be level 5 . I am going to take a look at Minecraft Wiki and verify that.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Here's what I see has changed:
-The cost of Infinity is too much.
-Infinity is overpowered.
Okay... why is it overpowered? And why do we have to change the whole enchantment just because it costs too much?
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
*sigh* Ok, i'll think about that tomorrow .
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions