I have a lot of thoughts here, but there's limited room to type my thoughts behind it all. Villagers with the right profession could repair your armour, tools, etc. Starting at the lowest profession (Novice), they can only trade. However, trading with them to apprentice level will let them start to offer a trade based on whichever repairable thing you’re holding at the time. Bundled this with a high emerald price that goes down each profession. Then, at the highest tier, you get 2 repair options: A static moderate (not low!) emerald price, or to simply provide 1 resource the tool needs to repair it instead of emeralds.
At the high level, I want to still restrict the player a bit. The options are still easy, but in bulk it might make the player want to explore other options. Resource drain means you still need the resources, if you like mining or always have some lying around, then that’s the go-to option. If you have a system for getting a lot of emeralds, the moderate price is fine. If you don’t want to deal with that resource cost, find a way to create a renewable xp farm.
This incentivizes the player to trade with villagers. If they aren’t able to repair the tools at first, then a player who never tries never knows. It’s simple, but does not take away player agency: How you make your tools, how you get your tools and how you enchant your tools is still the player's choice and requires effort. Endless amounts of experience can still be useful, but is no longer required.
Please sign in to leave a comment.
0 Comments