For this suggestion, I'm aiming to rebalance progression and incentivize players to reconnect with game mechanics. This boils down to a few key problems I've seen in the player experience.
1. Mending makes the game too easy. Once its acquired, gear is near immortal and repairing it is pointless.
Solution: Disable repairing with XP. Mending will be kept, but will only make it cheaper to repair with resources. In order to balance this, the following problems and solutions must be addressed.
2. Durability is too low: as it stands, item durability is too low and demands constant repairs, one way or another.
Solution: Drastically increase the durability of all items. For example, gold boots now have 240 durability instead of 91 and each gold ingot in an anvil repairs it by 60 durability. Netherite leggings 2800 instead of 555, but one netherite ingot repairs half or all of it, given its ratio of usage. This leads to the next point.
3. The anvil and enchant system is broken: Rising repair costs, illusion of choice, the impracticality of lower level enchants,
Solution: Eliminate the experience increase and cap in the anvil. Allow players to reenchant the same gear to increase its levels. The more enchanted and higher value the armor set, the more XP it'll cost to repair, but the amount of resources needed and experience used each time stays the same.
As for items like tridents, they'll stay uncraftable but can be repaired with something like prismarine.
Resource gathering must be a cycle.
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