Great... this is going to fark up my gameplay. :(

Naoh

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"Hey hey
Time to revisit everyone's favorite subject again: Enchanting!
I don't want to go too deep into theorycrafting, so I'll simply explain what's going on in the screenshot. As you can see, enchanting items will now come with a resource cost in addition to enchantment levels. We're currently using gold ingots for this. Also, enchanting now separates requirements from costs, according to these rules:
  • The level requirement is calculated the same way as before. Max level is still 30
  • The cost is based on which enchantment power you choose (1 to 3)
  • One (randomly chosen) enchantment will be displayed in the tooltip
  • The random seed for enchantments is not reset until you enchant an item
Gaining enchantment levels have been made more expensive again, but you will not pay more than 3 levels when enchanting an item. Obviously repair costs in the anvil have been rebalanced to fit (notably renaming items only costs 1 level).
As always, work in progress. We'll begin snapshotting Minecraft 1.8 in January."

So what are your thoughts?
IMO This could really mess with gameplay a bit, who doesn't like to enchant stuff?
This isn't going to break AoD either doh...
 
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Notme

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YAY!
So it will be easier on DoD (erryone will have huge reservers of ores by then) and harder on AoD.
IDK about RoF though.

Oh also if enchantments will cost only max 3 levels, then you ca be forever on 30-27-30-27-30-27-30-27-30-27-30-27-30-27- cycle until you die.
So DoD enchanting will be way easier.
Going from level lvl 27 to 30 takes 168 exp, here is table for what gives how much XP:
 

Nottykitten

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YAY!
So it will be easier on DoD (erryone will have huge reservers of ores by then) and harder on AoD.
IDK about RoF though.

Oh also if enchantments will cost only max 3 levels, then you ca be forever on 30-27-30-27-30-27-30-27-30-27-30-27-30-27- cycle until you die.
So DoD enchanting will be way easier.
Going from level lvl 27 to 30 takes 168 exp, here is table for what gives how much XP:
So basicly this means everyone will get tons of times more Prot IV armor then before?IwillnevereverleavePvEzone =c
 

Notme

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YAY!
So it will be easier on DoD (erryone will have huge reservers of ores by then) and harder on AoD.
IDK about RoF though.

Oh also if enchantments will cost only max 3 levels, then you ca be forever on 30-27-30-27-30-27-30-27-30-27-30-27-30-27- cycle until you die.
So DoD enchanting will be way easier.
Going from level lvl 27 to 30 takes 168 exp, here is table for what gives how much XP:
So basicly this means everyone will get tons of times more Prot IV armor then before?IwillnevereverleavePvEzone =c
Yup :)
Also Sharpness V + Strength II can disassemble full diamond Protection IV in 10 seconds ;)
 

Danni122112

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YAY!
So it will be easier on DoD (erryone will have huge reservers of ores by then) and harder on AoD.
IDK about RoF though.

Oh also if enchantments will cost only max 3 levels, then you ca be forever on 30-27-30-27-30-27-30-27-30-27-30-27-30-27- cycle until you die.
So DoD enchanting will be way easier.
Going from level lvl 27 to 30 takes 168 exp, here is table for what gives how much XP:
So basicly this means everyone will get tons of times more Prot IV armor then before?IwillnevereverleavePvEzone =c
Yup :)
Also Sharpness V + Strength II can disassemble full diamond Protection IV in 10 seconds ;)
Even faster with crit hits, and depending on the one you are fighting.
 
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Friendy

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If this is true, then pvping is going to be so shit that it isn't even worth doing. Hoping that it isn't! :(

EDIT: I re-read it, and I believe what he means if that you will pay more levels based on the level of the enchantment. Of course we will pay over 3 levels for enchantments, but you need to enchant items to get rid of that enchantment, otherwise closing and re-opening the enchantment table will not get rid of that enchantment. So there wont necessarily be more Prot IV full diamond players running around, as their three or two enchantments could be three or two bad ones which they would have to use to get a new one (or use another table).

EDIT 2:

  • Enchanting[5]
    • Has separated XP level requirement , XP level cost and resource cost. For example, an enchantment may have a XP level requirement of 13, that is it will only become available for enchanting after reaching 13 levels of experience, but it will only cost 2 XP levels and 2 golden ingots
      • Currently the only (known) resource is gold ingots.
    • Enchantment names in English will appear when mousing over the enchantment in the enchantment table.
      • Only one (randomly chosen) enchantment will be displayed in the tooltip
    • Enchantments only cost 1-3 XP levels.
      • Each additional XP level adds a tier of enchantment.
    • The list of possible enchantments is not reset until you enchant an item
      • In multiplayer the individual player will have to enchant an item in order for his/her own enchantment list to update.
    • Levels are harder to obtain.
    • Anvils will be rebalanced to meet the new system.
      • Notably renaming costs only one level.
So yeah, If you have 30 levels, you can enchant at level 30 and it'll only remove 3 levels, putting you onto level 27. So looks as if pvp will turn bad then!
 

Fiestaguy

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The problem is that for some reason people always go FULL OUT with enchanting, spending all their 30 levels when they see the enchantment button, For some reason in the coding Smite and BOA are high-level enchantments, If you stick your sword in there and click the LOWEST (Around 3-10 levels) you'll (Almost) Always will get Sharp or Knockback instead of Smite, BOA or Unbreaking.
 

nitasu987

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The only problem I have with this is that in order to enchant on maps in AoD and RoF, you'd need to have some source of gold ingots added or present, which iirc there are many maps that don't have that (and this can prolly be solved quickly by placing gold ingots in the map, maybe?). Otherwise, I think it's cool.