I feel like that in order for us to repair an enchanted weapon, we must put exp levels into it. It's a completely fair tradeoff. Enchanting isn't exactly reliable, and obviously, you have an absolutely random chance of getting any enchantment. Clearly, the cost of repairing a pickaxe, with lets say Fortune III, Unbreaking III, and Efficiency II, is going to be much much less, then all of the levels you might spend in trying to get another pickaxe with those exact same enchantments. You might spend 120 levels of exp, in sets of 30 four times, in an attempt to get those exact enchantments.
Also on a side note, when are we getting more durable golden swords!? Let's face it, gold is super enchantable, and tools can get unbreaking, but it's pretty messed up when your sword can only be used 30 times before it breaks. Can't we give swords a minor (passive) durability boost when they get enchanted?
- Learner
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Member for 14 years, 4 months, and 7 days
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Oct 4, 2012Learner posted a message on MCX360 Updates On The Horizon - What Awaits?I'm guessing that eventually, the Xbox world generation will switch over to Anvil, and end up making the world twice as tall correct?Posted in: News
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Dec 21, 2011Learner posted a message on Minicraft - Mining Made Easy, Deceptively Engaging ConceptSome tips for people who want to play. WARNING: WALL OF TEXT APPROACHING. SHIELD YOUR EYES!Posted in: News
1. Find an area and stick with it. When on the surface, make a monster free zone so you can work in comfort. Particuarlly, make it around a staircase to the cave. When you're underground, don't rush... EVER! (Unless you have a plan.) I died 3 times because I ran out and got crowded by mobs.
2. The shovel is your friend. Aside from all of the sand I collected, the shovel is your friend simply because it can make a mob free zone. Something I did during my last playthrough really helped. To avoid any surprises in the dungeon, I dug out all of the dirt around the stairs. Then, I often dug out a path to where ever I went. (I dug a path between my staircases. I made a path to the cloud stairs, and dug out an area around my farm.) I even did this on the lower floors too. By the time I finished the game, I had about 500 blocks of dirt. This helped more on the lower floors, which held water and even later, lava. (Most of my paths were 2 block wide.)
This also is a good way to survive when you've ran out ahead. And, it helps as a landmark.
3. Prioritize light over defence. In many videos of this game, when people get cornered in the underground, they often carry a lantern, but they stick with flailing their sword in the dark. Predictibly, they died shortly. If you ever run ahead (which I did whenever I got tired of looking for stairs the slow way...) and you feel the need to stop, place your lantern down FIRST. If you have a few moments of silence, feel free to dig up the dirt around you. (I really do love the shovel...)
4. Lanterns galore! I had made about 20-30 lanterns when I had finished. If any of you had played Terraria, you should know how utterly important light is. You can't fight in the dark very well.
5. Pow gloves are for carrying your items... I feel that this is an important thing to know.
6. Cloth is worthless. Weird...
7. Clouds are worthless too? And what about those white crystals? Maybe Notch was going to add another floor and weapon tier....
8. Expect chaos on the clouds. When I got to the clouds, I had placed a bunch of ovens and furnaces up there to try and keep the mobs out. (About 15, and I still had over 999 stone.) Granted... I don't think it worked super well but... I did see fewer mobs after. (Of course... I was also lucky to have a 2nd cloud staircase in sight of my first one, so zombies also could not shotgun me at the same staircase.)
9. Heal during the silent bits. I had about 35 bread when I made it to the cloud. I used about 10 of them when I killed the wizard. Anyway, about bread, I find that it is a pretty helpful item, since you can grow wheat underground. (Granted, since patches of wheat don't always guarantee a seed drop, you might run out of seeds to grow more with...) But, it still can be planted deep down there. So it helps.
10. Take your time... I had played for 3 hours and 4 minutes on my last run through, but total, I probrably topped off on 7 hours. -
Dec 21, 2011Learner posted a message on Minicraft - Mining Made Easy, Deceptively Engaging ConceptI beat it! Took me 4 deaths too, along with 3 rage quits. My 8th attempt ended with, Time: 3 Hours, 4 Minutes. Score: 94935. Take that you dumb wizard.... Now what says my character... .-.Posted in: News
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Oct 5, 2011Learner posted a message on Digital Diamond: Zombie AttackWell what else would you do if zombies and creepers started spawning in the day? I'd be killing them as well.Posted in: News
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Jul 5, 2011Learner posted a message on Digital Diamond: Kohle MetalHey I love coal too! I just won't let it take over 2-3 stacks of items.Posted in: News
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First idea, Zombie minions. What do they do? They stay around the area they were summoned in, and defend against other people. The number of zombies you can have must be limited to about 3-5, and you can even see their HP. However, I see another method of grief. Other people could easily summon zombies in your base, so you would have to kill them before you can get in. I doupt this could work though.
Second idea, cease-fire zones, or danger zones. How this works, is a number of people decide whether or not to make an area a safe one. Obviously the spawn zone MUST be a cease-fire zone, or a blue zone. The area's surrounding it slowly grow in danger. What this can also do is help determine the number of enemies that spawn.
Here's my listing for this:
Blue zones, basically this is what you would call a city or a village. There is no stealing, there can be landclaims in area's like this (or predettermined areas that players claim when they start building in one), players can not get hurt (even if you lob arrows over there), you can not start fires, this is an area where players socialize with other players. This sort of place promotes socializing. You also get more light here. This is an example of peaceful difficulty.
Green zones: these are learning zones, or noob zones. Think of these places as the easy difficulty but easier. You still can not hurt other players, stealing should not be allowed, but you recover hp at a slower pace. These places would be where normal players can actually walk around and collect things.
Yellow zones-Here, we actually get some danger. Stealing is finally allowed, and you can hurt other players. However, while you can hurt other players, you can not kill them, when your hp is 1 heart or lower, and you are attacked by someone, then you black out. What this means is, you are taken to a safer zone, any items in your inventory are kept, and the person who KO'd you can grab anything you left there (that means your house can be robbed.) Also, you no longer recover hp. This is what you call actual Easy mode, (its easy because you do not lose your items.)
Orange zones-Here, we take the dramatic step from simply KO'd, to losing a few of your items. (This means, when a player takes your hp, you lose a few of your items.) You also are taken back to a safer zone. The items lost are selected by worth. You are more likely to lose stone than you would lose iron. This difficulty would be Normal. In addition to the added risk, you can find some more valuable items.
Red Zones-You get extra danger, you can lose even more items and the valuable ones can be lost too. Think of this place as where no one lives at. This is what you call Hard difficulty, with more monsters, better items. You may also have fewer trees.
The Wilderness (or black zones)-This is the final level. In these places, you just plain die, you keep no items, all of the bad things you guys DON'T want can happen here. This is what you would call an insane difficulty. To help you keep track of these places, these zones also have darker skies, and because of that, the sun can't fully reach through. (Think of these places as nights within the day.) You can get lava on the surface, you can get stone on the surface, you can get barren wastelands, you can get craters on the surface, you can get deep holes on the surface, these places can have REALLY valuable items, and at these places, diamond can even be found in sizable quantities. Random treasure chests can be found in these places. (Think of these places as places of evil that reward you if you can make it in these.) Its a risk-reward deal. The game should warn you before you enter these zones.
With the second suggestion, the game tells you what kind of zone you're in. Also, I'm not sure how these zones work underground. I'm not sure if the zone above a block should be the zone beneath it, or if the game should have different zones beneath the ground. (That could mean we can have underground villages.) Also, the game can put zones of one type next to a zone that is 2 or 4 levels higher. This means Blue zones could be next to yellow zones, but rarely can a blue zone have the wilderness next to it.
I really think the second suggestion could work, and you can even suggest some different things.
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The second one, I broke the spawn. But I got a single chest and there was 1 loaf of bread, 1 thing of gunpowder, another saddle, and string. This was another zombie spawn.
The final one had a spider spawn, and there was 4 pieces of string, 3 iron ingots, and another bucket, although I left that one behind, (I don't need 5 buckets. 4 is plenty) and oh yes! another saddle. I'm RUNNING OUT OF SPACE HERE! Stop giving me the same items over and over.
Also, I found a pretty cool cave network. I ran into this underground waterfall, and the tunnel it was pouring through... was dangerously steep (think of someone making a TNT tunnel going straight down, but occasionally stepping foward. Thats what the water was pouring through.)
After I climbed the waterfall, hoping to get some height back and to make it back to the surface, I dug at what appeared to be a good place. I ran into some dirt. (I see a lot of dirt just underground now.) Hit some gravel, which did some minor damage. And then, I hit water. (I quickly blocked it before it flooded the tunnels.) After I cleared it, I blocked the tunnel behind me, and started making a staircase to the top of it. Turns out, I dug out and missed land by about 20-30 blocks (diagonally). When I finished making the cobblestone staircase to the top of the water, I bailed the water out, and headed to land. (I tried the spawns and got pigs.) They all wanted to hang around the place where the spawn was at. I put a saddle on one of them. And he didn't move that far away from where I put the spawn.
Apparently, the level designer also tries to make a tunnel connect somehow with each and every monster closet. That way, when they spawn, they can walk around outside of their room.
Well, that was my experience today. Tomarrow, I will try the railcarts!
P.S. You all say that mobs now fight each other correct? Well guess what! Try testing the survival mode. (I AM NOT TALKING ABOUT INDEV OR INFDEV! I mean the survival mode that anyone can see.) The game apparently had the feature to make creatures fight each other.
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PS... NO LAND CLAIMS!!! Their gay. We have infinite maps! So why would we need land claims. Just walk 20 block thataway and build. Seriously...
Yea, gold is a good enchanting item, and gold is probrably good for the blocks, and to make shiny armor. (Crown anyone?) I mean, you people say that nothing says grief me like a gold covered wall. But... you also say that gold isn't worth digging up! So, veterans, (or anyone who isn't utterly new and hopeless) would know that there isn't a use for gold. (Until magic comes...) So don't worry about the gold! No one wants it, until an actual use comes for it.
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Axes... Not a useful choice, because if your finding diamonds, then you shouldn't be needing wood. Stick with steel axes for a nice range.
Hoes... Absolutly bad, Hoes don't destroy anything. Diamond would only make them more durable.
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Because I have never ever made one in all my years of minecraft...
NAHHH Just kidding. But seriously, I am not good at them. :/
But I am good at making houses and stylish tunnels.
Infact, my greatest house, was a cliff house, in the middle of a valley (with nice ocean level lake that can be lowered, or raised) and a slightly above ground lake. The entire valley is lit with torches (on the side I'm on). My cliff house uses natural light to light up the 3-4 floors, and the bottom floor is where I grow crops. (Remember the lake? I raised it a bit to get it to water my crops!) I also make a nice torch trail to the top of my house. I can add more floors in the sky, and the stairs are located IN the cliff. And the torches are also dug into the cliff protected by glass.
Believe me though, it was a lot of work, because the area beside the house had to be filled in.
I can however, turn the spawn house into a decent fort.
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