Currently the anvil feels really broken in Minecraft, the way xp prices ramp up quickly before capping off on 'too expensive' doesn't really make sense. The game should not penalise you for repairing or enchanting with anvils.
I think a good way to streamline the system would be to have set xp prices for certain actions and putting a limit on how many enchantments can be on a singular item (probably somewhere around 6).
This way, prices won't be unfairly high and seemingly random. You could repair an item indefinitely without ever running into the 'too expensive' text. While still keeping game balance by not allowing a stupid amount of enchants on peoples gear.
Here is how I would streamline the xp prices:
1 level for renaming an item
1-1+maxenchants for repairing an item based on amount of enchantments (1 for 0 and 6 for 5 for example).
Combining books could just add up all the enchantment stages so that (fireprot2, mending(1)) +(prot5, unbreaking3) would cost 11 levels.
Compared to the current system these prices may seem really cheap but I think that for casual play they fit quite well and that for optimised players it really doesn't matter all that much eitherway as enderman farms are so broken any xp cost would be easy to pay up.
Hopefully a rework of the anvil system gets considered in order to make it less tedious and more friendly to casuals players, I don't expect a rework to perfectly follow my ideas but something along the same line would be great!
Please sign in to leave a comment.
0 Comments