The new attribute system ("+20% speed" and whatnot; you can see it on swords and potions) is versatile and useful for mapmakers who want special or unique items that do things when equipped or held. Armour that speeds you up, or swords that protect you from knockback when held are entirely possible with this system. Sadly, it is impossible to see any of these modifiers coming into play in survival, aside from the defaults of tools and potions, when it could be much more useful.
My proposal is to incorporate attributes as part of enchanting, alongside existing enchantments, to vastly increase the variety of tools and armor that can result. Instead of just the select few effects that enchantments currently include, there would be a whole plethora of different possibilities which would also allow for more decision-making between different enchantments. For instance, this particular choice:
Diamond Chestplate
- Protection IV
- Thorns I
Compared to:
Diamond Chestplate
- Protection II
- +8 Max Health ()
Here you can see a dilemma: One one hand, you have strong reduction in damage and some small reflection chance, but on the other, you have greater health, which protects against all types of damage; but no reflection and only a small reduction in damage, coupled with longer regeneration times. In this instance, which would you choose?
This suggestion would work better in conjunction with more expansive attribute control, which would allow for even more exotic effects such as bows that "zoom in", armor that gives absorption health, shoes that "quieten" you and make mobs see you less easily, or even helmets that offer true water breathing.
Attributes would work similarly to enchantments if combined in an anvil, but with a few changes. Combining two items with the same attribute would give an item with either the larger attribute, or one with 2 units or 10% greater than the smaller one, whichever is greater. An example:
+4 health x +3 health gives +5 health; 2 greater than the smaller one.
+5 health x +2 health gives +5 health; the same as the larger as it is the highest value.
Percentage values would work in 5% increments.
This system allows for similar but not exact attributes to be combined, making up for the greater fidelity and range of attributes compared to existing enchantments.
As another example, I present to you something that could only be made with a lot of work at the anvil:
Diamond Boots
- Protection IV
- Feather Falling IV
- Thorns III
- +10 Health ()
- +50% Speed
- +%40 Knockback Resistance
- +4 Attack Damage
You can see how anvil work would allow for things similar to modpack enchantment lists to arise. This would allow for another leap forward for Steve?, without the need for a new ore; like enchantments and potions did before.
What if, in maps, attributes were on enchanted pieces of paper and enchantments on books...
What do you mean by "in maps"? Aside from that; it would be interesting to be able to enchant paper to specifically get attributes, and books for enchantments. This would make anvil work a lot less tedious if you were looking for a specific combination.
For adventure maps, the mapmaker could provide paper with attribute enchantments as minor prizes.
Ah. That makes sense; while already possible, the ability to apply attributes to items with an anvil would extend the usefulness beyond the paper itself.
I like the idea but I don't like how you can enchant it. Maybe a rare temple or something would have them in it. Support.
If attributes were only a rare loot item, it would make loot chests much more valuable, but I still think that the potential for variety could be better if they were enchantable. Maybe it would work better if it was simply difficult to get from enchanting? That way, it would be similar to silk touch books or shears; they would be possible to get by enchanting, but all the same, it would still be a pleasant surprise to find them.
My proposal is to incorporate attributes as part of enchanting, alongside existing enchantments, to vastly increase the variety of tools and armor that can result. Instead of just the select few effects that enchantments currently include, there would be a whole plethora of different possibilities which would also allow for more decision-making between different enchantments. For instance, this particular choice:
Diamond Chestplate
- Protection IV
- Thorns I
Compared to:
Diamond Chestplate
- Protection II
- +8 Max Health ()
Here you can see a dilemma: One one hand, you have strong reduction in damage and some small reflection chance, but on the other, you have greater health, which protects against all types of damage; but no reflection and only a small reduction in damage, coupled with longer regeneration times. In this instance, which would you choose?
This suggestion would work better in conjunction with more expansive attribute control, which would allow for even more exotic effects such as bows that "zoom in", armor that gives absorption health, shoes that "quieten" you and make mobs see you less easily, or even helmets that offer true water breathing.
Attributes would work similarly to enchantments if combined in an anvil, but with a few changes. Combining two items with the same attribute would give an item with either the larger attribute, or one with 2 units or 10% greater than the smaller one, whichever is greater. An example:
+4 health x +3 health gives +5 health; 2 greater than the smaller one.
+5 health x +2 health gives +5 health; the same as the larger as it is the highest value.
Percentage values would work in 5% increments.
This system allows for similar but not exact attributes to be combined, making up for the greater fidelity and range of attributes compared to existing enchantments.
As another example, I present to you something that could only be made with a lot of work at the anvil:
Diamond Boots
- Protection IV
- Feather Falling IV
- Thorns III
- +10 Health ()
- +50% Speed
- +%40 Knockback Resistance
- +4 Attack Damage
You can see how anvil work would allow for things similar to modpack enchantment lists to arise. This would allow for another leap forward for Steve?, without the need for a new ore; like enchantments and potions did before.
Questions? Comments? Criticism? Spit it out!
What do you mean by "in maps"? Aside from that; it would be interesting to be able to enchant paper to specifically get attributes, and books for enchantments. This would make anvil work a lot less tedious if you were looking for a specific combination.
Ah. That makes sense; while already possible, the ability to apply attributes to items with an anvil would extend the usefulness beyond the paper itself.
#BAUM4EXILE2014
:^)
HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
If attributes were only a rare loot item, it would make loot chests much more valuable, but I still think that the potential for variety could be better if they were enchantable. Maybe it would work better if it was simply difficult to get from enchanting? That way, it would be similar to silk touch books or shears; they would be possible to get by enchanting, but all the same, it would still be a pleasant surprise to find them.