Can you please try futurepack mod for 1.18.2 the I worked hard for the mod to get good quality but not getting enough attention like mekanism. Can you please review the mod. If you liked can you please make a video about it. One more thing, the mod is a bit complicated for beginners so you can see video about how to start
You forgot to mention how people now can literally just obtain enchantments with ease through villagers now. Speaking of villagers you should actually make a video on them too, I remember when it was considered super rare to find a mending villager lol
It was because villagers had set trades and there was no way to change them or make the trade cheaper. You just had to keep breeding villagers until you could find one.
Yeah, I remember finding a villager on an island that sold channeling (1.13), and I completely fortified it so I could have a source of that rare enchantment for my trident
I feel like the whole damage system needs an overhaul. Make broken tools become unusable until repaired rather than disappear, let tools be repaired without exponential costs, and remove mending since it wouldn't be necessary anymore. But for some reason Mojang seems terrified of changing the game mechanics now, so we're stuck
@@OnePieceFan4765Imo mending is only needed because the current system is so complicated and it makes it worse, in this case you could reliably repair your stuff with an anvil so you wouldn't need mending
That's how I've treated it since it came out, and compared to my friends I feel my experience with the game has seemed a lot more enjoyable and less frustrating.
If Fortune (and Looting to a much lesser extent) didn't exist, I could see this as reasonable. But Fortune literally gives you more resources for free when mining. It's a must-have enchantment, which means I feel compelled to rush it as fast as possible, to not leak resources when mining.
@@miimiiandco I definetly had a period of seeing things as "must-haves" and one world in particular where I for once used Villagers for mending, got elytra etc. Ever since that world, I realized that playing the game like that was not for me. Treating stuff like Fortune as just a nice bonus that you can have until your pick breaks, rather than something I need to have to play the game made me enjoy my time with the game a lot more.
@@miimiiandco I would add Silk Touch to that! Why TF can't there be a tool to pick up glass blocks I've placed accidentally? I loved it when you could use the book itself as a tool to remove them without hassle >:(
Like Magic the Gathering. It was supposed to be, you get some packs and play with what you get, and maybe you'll get one rare card for your deck. When it went digital, my friend tells me, all hell broke lose and balance was thrown to the black holes.
Slightly unrelated, but I recently found a mod called "Igneo's combat revamp" that overhauls the enchanting system. What I like about it is it doesn't make enchantments "stat effects this, stat effects that." It reworks enchantments to the point that each do something special. (Though, it moves some of the vanilla enchants to armor trims which is also nice) Playing through that mod made me wish the vanilla enchants worked that way
Vanilla enchants could definitely be more interesting - I once saw a "revenge" enchant idea on the feedback forums, and I wish we had more things like that.
Welcome to Modded Minecraft, in all its heavenly glory. Also how have I not heard of this mod? Is it new? Is it obscure? Modders do good work here, I know how hard it is to code in new features. I tried it once and never again. I do want to pick it up again though, not making any promises but I was working on a small convenient features mod :)
@@lukitommele3798 I think it took the damage you were dealt and applies it to the damage you'll do next time you hit someone, hence the name "revenge" - it also benefitted players with less armor, as then you'll receive more damage. A high-risk high-reward enchantment.
I knew it would take all the levels back in the day, every time I try and explain that to people they don't remember. I remember losing all my levels for random enchants
@@bobjoe3492That was such an amazing time. The true aura of mystery surrounded the game. I’ve played early RuneScape and that’s the only similar feeling and it’s not even comparable. That unknown across all servers was perfection
For some reason I don't remember it being really that grindy to enchant back in the days, maybe because it was for sure worth it as a kid to have these enchants just to show off to your friends and the memories of grinding for it just didn't last
@@proton3748 it's not the same, with villagers it just kinda feels like a case of "finally, i got the thing i wanted for minimal effort", don't get me wrong, it is not the worst system in the world, and it can feel rewarding sometimes, but it does not feel legendary, i even avoid using villagers sometimes, because i rarely feel like i have earned the enchantments, especially mending
Lapis and enchanting books were a nice addition to the system, but I have to say I don't like villager trading much. It felt like a step in the wrong direction rather than doing more for the actual enchanting table itself.
1.14, particularly with librarians, upset the progression balance in so many ways. Clearly Mojang knows this too but people got mad when they tried to fix it sooooo
@@waytoobiasedpeople no likey when they need to put more effort into having Unbreaking/Mending villagers instead of just breaking a block for 3 minutes. Nerf is good just people want shit ASAP therefore its bad to them.
@@octogorb9853To be fair, their fix with the biome specific villagers was not a good one. A lot, it not most, people think that villagers are too op rn, but their proposed fix was just an obnoxious and daunting task that added zero enjoyment to the process. There has to be a better solution.
@@awerawer0708 the only other feasible solution is to just nerf their trades altogether, and nerf them hard. But to do that without making enchanting more tedious is to also address how enchanting works, which is a lot of work but we know Mojang doesnt like to do that.
I started playing on version 1.1 and I can say that there WERE Enderman xp farms. They were basically a large tower of 3 block set apart rings with pistons that pushed spawned endermen to a killing chamber. Though this design used string, so perhaps version 1.1 had some similar stringless design
About the "XP Grind is Real" section: it wasn't actually as bad as stated here. Yes it was still very slow, but it wasn't "spam click dungeon XP farms for hours" bad. Around that time, Etho came out with his blaze farm design that almost everyone used. Blaze drop more XP than other mobs, and there was no entity cramming back then, so you could AFK for a while and come back to hundred of blazes. And yes, there was no sweeping edge enchantments, but the standard way to kill hundreds of mobs was to throw a damage potion at them. So as long as you were willing to AFK and check back every now and then, it would only take a a minute of actual gameplay to get back to level 50.
Use these mods: - Fixed Anvil Repair Cost - Makes some changes to the anvil. You can set how many levels a repair should cost, forever, the cost does not increase. It's also possible to set the amount of materials needed for a repair and how much percent an item should be repaired by an action. - Grind Enchantments - adds a few new features to the grindstone. You can put an enchanted item and a book into the grindstone, and you will get the enchantments onto the book (and your unenchanted item back). If you put an enchanted book into the top slot and an empty (or also already enchanted) book into the bottom slot of the grindstone, the enchantment at the top of the first book will be put onto the other book. This is useful if you have a book that has enchantments for different types of items (for example, a book with Efficiency and Protection), so you can separate them. (Lastly, if you guys have good mods fixing some aspects of the enchanting and repairing system, please share!)
Tax Free Levels is another good one to add ontop of that. "Tax Free Levels flattens the curve of the ever-increasing anvil and enchantment costs , meaning you'll always pay the same amount of XP, regardless of how high your level gets. It by default also removes the anvil limit ("Too Expensive!") and makes it so that renaming an item always only costs 1 level." We use this mainly because it removes the "Too Expensive!" text and let's you enchant aslong as you have the levels. My current shoes in our current world cost me 287 levels to put one enchantment on when I put the final one on. Not exactly fun to grind that many levels however atleast I can. Like described above it also flattens the curve for increased cost so even if it costs me 287 levels I won't lose more XP than if it would cost me only 30 for example but this can be fully customized to your wishes. The other two we also use.
I really miss the old enchanting system looking at Multiplayer servers, It was very fun seeing people run around in all sorts of armor and gear with always having the possibility of getting stronger instead of basically requiring to have Max level gear or else not standing a chance because everyone else has max level gear, The old system was more grindy in theory but in reality people on multiplayer servers grind way more right now than back then because getting max gear is actually realistic, From a Singleplayer perspective the new system is obviously way better but as a multiplayer player the old system felt much more interesting
To be honest i like the fact that enchanting took away 30-50 levels. The enchantment felt more earned and meaningful. If they keep that and the rest from today's system.. maybe add a refresh button that costs 1 xp level...
At that point you just have the old enchanting system with extra steps. Nowadays you enchant the lowest level when you don't get what you want which costs a whopping 1 level. With your system it would be exactly the same only now you won't have to enchant at all until you get what you want and you lose all levels, don't think that would work out too well.
the old system made it so that for every game you never stuck to just using whatever is the objectively best, you may use a pickaxe without fortune because you simply didn't get it, or use armor with fire prot 3, because you were unlucky, it made the game actually fun instead of you just being op with a few spins of the enchantment table that guarantees incredible success. it being expensive also was good, since back then xp farms weren't even viable, so you actually got the XP through gameplay and the enchantment was a cool reward for your progress, instead of you just sitting at a mob farm for hours to get your OP gear. of course I speak of the 1.3+ system, which was obviously far better
I much prefer Skyrim's enchantment system. It doesn't translate 1:1 for Minecraft's enchantments, but I think it's pretty close. I like the idea of removing randomness from enchantments by being able to choose them, and I also like the idea of disenchanting enchanted items found while exploring to learn their enchantments. I'm not sure how enchantment levels would work with a system like that, but I'm sure that there's more than one way to make it work.
I respectfully disagree. It's a game about freedom and creativity; if you want to stick to naturally finding books, or literally only using the Enchant table, you can. If you want to be ultra cheesy, pull out all the tricks, that's okay too. I don't use Elytras, and never bothered with specific villager hunting 'til recently, and i still had fun. Look at transportation and weapons and you'll see similar alternative routes. The old system, however, railroads you into grinding, followed by mindless, boring clicking for upwards of half an hour, that takes all your levels with no hint of what you may get, with no alternative option, and no repairing. Fix up a few of these and maybe it'll be fine, but as it stood, it's a disrespect to the player.
if i recall correctly, at the time people considered lv42 to be the sweet spot of good enchantments vs time invested grinding exp. i also quickly want to point out you could actually infinitely repair your enchanted tools in an anvil in 1.7 and prior. all you needed to do was rename your tool, and its repair price would simply never go up no matter how many times you repaired it. it was still more balanced than mending though, since every repair still took resources. i actually have a singleplayer world where i used the seed of my first world and generated it in the original version i started in (B1.5) and slowly upgrade it over time by completing certain set goals i make for the version, and to upgrade from 1.0 obviously doing a lv50 enchant had to be one of the goals. it took forever afking for it lol. at least the zombie farm i made for it came in handy later on when i upgraded to a version with carrots and potatos.
We had the first ever Enderman Farm back then on the first iteration of the Zipkrowd server and it made enchanting somewhat bearable, quite rewarding even once you got a good enchant. Before that we set up a quad cave spider spawner and double blaze spawner farms to grind that XP. We set up timed Piston Crushers to get the mobs down to 1 heart and then used Splash Potions of Harming to instantly kill everything for an instant 50 after afking a bunch.
This old system stills exists on Legacy Console Edition despite being updated to 1.13/14 but you have to use Lapis. I think the old system was better (1.3-1.7 system) because like you said Sharpness V or Fire Aspect felt way more special and rare.
My only complaint about the new enchantment system itself is that it doesn't cost a lot of EXP. I preferred when it cost 30 levels to enchant because you actually had to work to obtain OP enchants. The other thing that is even more broken today is villagers...
People will always min-max these things especially in todays minecraft. Making enchantments take away all your levels again wouldn't make it any more special because nowadays you rarely actually work for your XP anyway, most people build an XP farm and that is their main source of XP from that point on so whether it takes away 30 or just 3 levels doesn't make a difference, all that would determine is how long you have to spend AFK in your XP farm and I'd rather spend less time just standing around doing nothing and more time actually doing something.
From all the old school minecraft features this is never talked about. I thought i might have been going crazy thinking it was just some Mandela effect or it might have been from a mod i was playing at the time.
I think the new enchanting interface/method is pretty much ideal. You get a glimpse of what enchant(s) you're gonna get and it doesn't eat up all of your levels. However, there is the issue that players can get up to fully enchanted diamond/netherite gear very quickly. I don't necessarily think this is a problem for servers that don't do PvP, but I think there should at least be a way to make such feats much more difficult should the admins wish. Idk. I look back at old PvP and see people playing it smart even if they have clearly better gear. Now every fight looks like a slapping match waiting to see whose armour/shield/weapon breaks first. The game made getting so powerful much, much easier over time, and I'm not sure if I enjoy that now that I'm thinking about it.
Does anyone miss the PVP servers back in 2012? I swear my whole life, I have never come across so much fun. Man you used to build your own clans, gain power by killing enemies, then the more power the more of your land you could protect using the wand, then you would set up hidden piston traps for enemies and do clan raids.. man.. It's been over 10 years and I don't think I've ever had that much fun.
Theres this smp i play on its called king smp and its actully pretty fun to play but u have to pay 8 dollars to get 3 items that is either a chestplate with all protections on it and all of them are on level x
I was lucky enough back then to have a crazy friend who found 4 blaze spawners in one spot and made a mob grinder that consisted of pistons suffocating the blazes until they were 1 health for an xp grinder. Still took like 10x as long to get to level 50 than the donut in the sky farm but it was much faster than anything else we had back then. But I do remember clearly it took me months to get silk touch. Level 50 enchant was not guaranteed silk touch, and at the time they would sell on the server I played on for hundreds of diamonds.
back when enchanments meant something. now if you dont get the ultimate sword or pick you get clowned on by ppl or instakilled in pvp but back then it was much more fun and magical to get that rare god enchant, knowing that you worked so hard for it and almost nobody had them sadly they've made the game more casual ever since and now there's a completely damage-proof shield, easy enchants, wolf armor, automated anything and everything farms, mending and villager books in general.
imo a change that could be made would be locking prot 4, eff 5, sharp 5 ect. out of enchanting, and into villager trades while changing them into how theyre in bedrock (guaanteed to get, but only at master level and with specific biomes), also removing mending from them and making it more common in end cities will help Overall i would put more emphasis on having to work for the best enchantments, with the basic ones being as i said behind villagers, and the more complex ones all having their own structures (with soul speed being moved to bastions) Maybe add a way to dupe them if you have them as well simmiliar to trims so it wont be as grindy
Wow I never knew Minecraft's old enchantment system what's this broken I wasn't playing Minecraft at that time but I'm just glad they fixed it before I started actually playing the game because if it was like that today I wouldn't even play Minecraft at all TBH
I think some enchantments must not be obtainable with villagers and enchanting table just like wind burst for the mace. So that it would force players to venture more.
One thing that's acually pretty op is the way u get enchantments from villagers, by getting whenever enchantment u want by changing their trades so easily. I think that, when you put down their job site block, the trade you get is permanent
I remember the rumors that if you translated the enchantment table runes you could know the enchants (you couldn't lol), i was so happy when i saw the preview of the enchants for the first time
Except you literally could. They translated to seemingly random words, but the words represent categories of enchantments so you could get an idea of what the enchantments was.
@@brendethedev2858 wasn't that debunked? or did it change when they introduced the new system? Edit: now that I think about it I may have tried translating it once and it said something about fire, so I enchanted it, got knockback II, and never tried again lol
I had full level 50 enchanted diamond armor in my old Minecraft world. Unfortunately this world got corrupted when ocean monuments were added. It's technically still playable, but way too annoying because guardians spawn everywhere.
There was a secret where you could put a gold tool in the enchantment table then put diamond tools in to basically get the gold tools bonus enchantments.
"There were no broken mob farms and you had to kill 1 mob at a time to get XP!" Oh no, you mean actually play the game? That's wild, oh the humanity! I think I'll implement this older enchanting system to RLCraft :)
I kinda liked not knowing what enchantment I was gonna get, but I hated how much time and xp it took to get only to be massively disappointed with absolute garbage enchantments. I’m glad there’s still a bit of randomness involved in enchanting through tables.
I remember getting so excited to see protection or efficiency II, any looting or fortune, and sharpness III. My sister would always get upset that I got diamond before her and enchantments before her. I would always make the goal of getting the best tools and armor I could, which took time. Those were the days, lol.
Personally I think that old enchanting was too tedious and frustrating, but nowadays it's too easy. Consuming 50 levels VS 3 for the highest tier is a kinda ridiculous change when you think about it. I know it still requires 30 levels, but only consumes 3
I actually liked the old enchanting system more. The one after they pushed down enchant costs to 30 and would give you better levels if you use more exp. But before the lapis and only using 1-3 levels. High tier gear was much rarer and only the top of the crop was getting it and using it, people actually had incentive to make efficient xp farms and grinders. The strong guilds were strong because of actually being able to gather, refine and field top tier gear, having enough potions, food and other necesities to overcome their enemies. RN every moron can easily get top gear, often bypassing enchanting alltogether by scamming vilagers, potions are quite useless and weak, since food healing is OP and stackable, you used to heal slowly with anything above 8 hunger bars. The enchants also used to be much less impactful as armor values were much higher (we dropped from 4% per half shield to 3%), strength potions was multiplying damage by 130 and 260% instead of now adding flat damage. The overall meta was much different too. As it is now, the old system would be absolutely awful, but for the old times, it made sense.
Let's be fair, though: Getting four complete armor sets, one with each Protection type, can still be a large game of LET'S GO GAMBLING! due to how the enchantment table levels affect the enchants you get and how swords and boots can't be maxxed with only anvils. Max Projectile Protection IV boots can take a lot of grindstone uses. And if you want Frost Walker II with Soul Speed III and the other five compatible enchants that don't involve PPIV on that pair? FORGET ABOUT IT!
As an older Minecraft player, I was super surprised when I placed like 10 bookshelves and started seeing max level enchantments, like what do you mean you don't need to completely surround this table with books anymore? The bookshelf room looked half-complete to me lmao
prior to 1.8 we never wasted 30 levels on 1 enchant. We used those levels to enchant books with the lowest EXP cost enchant available. Enchanting books en masse and after a while you sort and combine all books on an anvil. Then all you need to do is pick your enchantment of choice and gear piece of choice and enchant. So, you weren´t forced into RNG enchants prior to 1.8.
The new enchanting system was one of the many things I thought I had back when I was playing on ps3 only to be severely confused by the java console divide once again
I started in 1.3, which was after the drop from 50 to 30 but before the anvil (that was 1.4), and having full diamond gear with maxed out enchants was a serious achievement. If someone on a server had them they were either an admin, a hacker, or someone with faaaaar too much free time
I believe an easier way to add diversity is to disable enchanted books and anvils in general and let people get only whatever the first enchant would give, it would be essentially teh same as old minecraft but inifnitely easier to grind for.
The 1.4 system was the best system, and they since broke it. Just 3 levels to enchant, unlimited repairs, mending and villagers made the entire xp and enchanting system just useless.
Join my new civilizations server, IP: og-network.net
Bedrock Port: 19132
Discord: discord.com/invite/G7zq6NPZnM
minecarts
M I N E C A R T S
Can you please try futurepack mod for 1.18.2 the I worked hard for the mod to get good quality but not getting enough attention like mekanism. Can you please review the mod. If you liked can you please make a video about it. One more thing, the mod is a bit complicated for beginners so you can see video about how to start
I'll be right there
@@TherealashachiMINECARTS
Old Enchanted system: LET'S GO GAMBLING!!!
Aw dang it!
Aw dang it!
Aw dang it!
Aw dang it!
Aw dang it!
You forgot to mention how people now can literally just obtain enchantments with ease through villagers now.
Speaking of villagers you should actually make a video on them too, I remember when it was considered super rare to find a mending villager lol
It was because villagers had set trades and there was no way to change them or make the trade cheaper. You just had to keep breeding villagers until you could find one.
Well, you actually had ways to get different trades, but it was way harder to do
Yeah, I remember finding a villager on an island that sold channeling (1.13), and I completely fortified it so I could have a source of that rare enchantment for my trident
I remember when it was super rare to find a village... hell I remember when they didnt exist lol
@@ZeallustImmortalI remember when Minecraft didn’t exist.
I feel like the whole damage system needs an overhaul. Make broken tools become unusable until repaired rather than disappear, let tools be repaired without exponential costs, and remove mending since it wouldn't be necessary anymore. But for some reason Mojang seems terrified of changing the game mechanics now, so we're stuck
yeah, every item having the Elytra Durability system would definitely be a major step up from what we have now.
There is no reason to remove mending maybe it could be made harder to get but other than that it is a good enchantment
get mods to do that
@@OnePieceFan4765Imo mending is only needed because the current system is so complicated and it makes it worse, in this case you could reliably repair your stuff with an anvil so you wouldn't need mending
@@malucart Mending would still serve a purpose as it would remove the need to constantly use resources to fix things
maybe enchantments were never meant to be good, consistent or anything good.
Just a nice extra condition, buff that you get only just sometimes
That's how I've treated it since it came out, and compared to my friends I feel my experience with the game has seemed a lot more enjoyable and less frustrating.
If Fortune (and Looting to a much lesser extent) didn't exist, I could see this as reasonable. But Fortune literally gives you more resources for free when mining. It's a must-have enchantment, which means I feel compelled to rush it as fast as possible, to not leak resources when mining.
@@miimiiandco I definetly had a period of seeing things as "must-haves" and one world in particular where I for once used Villagers for mending, got elytra etc.
Ever since that world, I realized that playing the game like that was not for me.
Treating stuff like Fortune as just a nice bonus that you can have until your pick breaks, rather than something I need to have to play the game made me enjoy my time with the game a lot more.
@@miimiiandco I would add Silk Touch to that! Why TF can't there be a tool to pick up glass blocks I've placed accidentally? I loved it when you could use the book itself as a tool to remove them without hassle >:(
Like Magic the Gathering. It was supposed to be, you get some packs and play with what you get, and maybe you'll get one rare card for your deck. When it went digital, my friend tells me, all hell broke lose and balance was thrown to the black holes.
They should at least get rid of the anvil repair cost is too high thing. If I have the levels I should be able to repair my items.
It sould still say "too expensive!" in the event that I don't have enough levels to afford a repair.
Yeah I don't care if it goes up to the signed integer cap, just let me do it
Or maybe the exponentially increasing level cost shouldn't be a thing
@@InventorZahran Yes, but if you have the levels, it shouldn't say "too expensive".
@@williamdrum9899 yea, or make the limit like a thousand, if you watch hermit craft, they do often get more than a few hundred levels.
Slightly unrelated, but I recently found a mod called "Igneo's combat revamp" that overhauls the enchanting system. What I like about it is it doesn't make enchantments "stat effects this, stat effects that." It reworks enchantments to the point that each do something special. (Though, it moves some of the vanilla enchants to armor trims which is also nice)
Playing through that mod made me wish the vanilla enchants worked that way
I really don't like the idea of armour trims giving stat buffs. They're supposed to be purely cosmetic.
Vanilla enchants could definitely be more interesting - I once saw a "revenge" enchant idea on the feedback forums, and I wish we had more things like that.
@@iwiffitthitotonacc4673 what did it do?
Welcome to Modded Minecraft, in all its heavenly glory.
Also how have I not heard of this mod? Is it new? Is it obscure?
Modders do good work here, I know how hard it is to code in new features. I tried it once and never again. I do want to pick it up again though, not making any promises but I was working on a small convenient features mod :)
@@lukitommele3798 I think it took the damage you were dealt and applies it to the damage you'll do next time you hit someone, hence the name "revenge" - it also benefitted players with less armor, as then you'll receive more damage. A high-risk high-reward enchantment.
The "How To Fix It" section of the video felt more like an advertisement for your server than an actual hypothetical fix for Minecraft's Enchanting
thats what it was
Ever since he open up his shitty server, every one of this guy's videos are like that
@@LoremIpsum1919 i mean he put effort in to that and these are his videos, he has the right
I came to comments to write that. Glad I'm not the only one who noticed. I've unsubscribed.
who cares
I knew it would take all the levels back in the day, every time I try and explain that to people they don't remember. I remember losing all my levels for random enchants
I remember how fucking hyped I was for the 1.3 enchantment table update.
@@bobjoe3492That was such an amazing time. The true aura of mystery surrounded the game. I’ve played early RuneScape and that’s the only similar feeling and it’s not even comparable. That unknown across all servers was perfection
For some reason I don't remember it being really that grindy to enchant back in the days, maybe because it was for sure worth it as a kid to have these enchants just to show off to your friends and the memories of grinding for it just didn't last
11:30 now you get that excitement when a villager gives you the enchament you want
True lmao
@@proton3748 it's not the same, with villagers it just kinda feels like a case of "finally, i got the thing i wanted for minimal effort", don't get me wrong, it is not the worst system in the world, and it can feel rewarding sometimes, but it does not feel legendary, i even avoid using villagers sometimes, because i rarely feel like i have earned the enchantments, especially mending
@@jackflican6037 i usually get multiple books coz only time I use villagers is in trading halls so personally feeling is same after hours of grind
Lapis and enchanting books were a nice addition to the system, but I have to say I don't like villager trading much. It felt like a step in the wrong direction rather than doing more for the actual enchanting table itself.
1.14, particularly with librarians, upset the progression balance in so many ways. Clearly Mojang knows this too but people got mad when they tried to fix it sooooo
@@waytoobiasedtheyre just making the problem of enchanting being grueling worse
@@waytoobiasedpeople no likey when they need to put more effort into having Unbreaking/Mending villagers instead of just breaking a block for 3 minutes.
Nerf is good just people want shit ASAP therefore its bad to them.
@@octogorb9853To be fair, their fix with the biome specific villagers was not a good one. A lot, it not most, people think that villagers are too op rn, but their proposed fix was just an obnoxious and daunting task that added zero enjoyment to the process. There has to be a better solution.
@@awerawer0708 the only other feasible solution is to just nerf their trades altogether, and nerf them hard. But to do that without making enchanting more tedious is to also address how enchanting works, which is a lot of work but we know Mojang doesnt like to do that.
6:00 there was also no grindstone or trading, which means that it was possible to never get fortune.
Or [insert desired enchantment]
Enchanting was so broken before the nerfing of combat that only the lucky could have that strength, though
i caught the video drop before it even hit the floor
Oh i get it
I started playing on version 1.1 and I can say that there WERE Enderman xp farms. They were basically a large tower of 3 block set apart rings with pistons that pushed spawned endermen to a killing chamber. Though this design used string, so perhaps version 1.1 had some similar stringless design
it used pressure plates before tripwire was added in r1.3
Tripwire didn't exist in 1.1
About the "XP Grind is Real" section: it wasn't actually as bad as stated here. Yes it was still very slow, but it wasn't "spam click dungeon XP farms for hours" bad. Around that time, Etho came out with his blaze farm design that almost everyone used. Blaze drop more XP than other mobs, and there was no entity cramming back then, so you could AFK for a while and come back to hundred of blazes. And yes, there was no sweeping edge enchantments, but the standard way to kill hundreds of mobs was to throw a damage potion at them. So as long as you were willing to AFK and check back every now and then, it would only take a a minute of actual gameplay to get back to level 50.
And when they limited enchants at level 30 it was easier to get than lvl 30 after 1.8
1:23 i still do that to this day
just set up my pc and very conveniently this video comes out
congratulations on a new PC!
Grats!
Nice
Use these mods:
- Fixed Anvil Repair Cost -
Makes some changes to the anvil.
You can set how many levels a repair should cost, forever, the cost does not increase.
It's also possible to set the amount of materials needed for a repair and how much percent an item should be repaired by an action.
- Grind Enchantments -
adds a few new features to the grindstone.
You can put an enchanted item and a book into the grindstone, and you will get the enchantments onto the book (and your unenchanted item back).
If you put an enchanted book into the top slot and an empty (or also already enchanted) book into the bottom slot of the grindstone, the enchantment at the top of the first book will be put onto the other book.
This is useful if you have a book that has enchantments for different types of items (for example, a book with Efficiency and Protection), so you can separate them.
(Lastly, if you guys have good mods fixing some aspects of the enchanting and repairing system, please share!)
Tax Free Levels is another good one to add ontop of that.
"Tax Free Levels flattens the curve of the ever-increasing anvil and enchantment costs , meaning you'll always pay the same amount of XP, regardless of how high your level gets.
It by default also removes the anvil limit ("Too Expensive!") and makes it so that renaming an item always only costs 1 level."
We use this mainly because it removes the "Too Expensive!" text and let's you enchant aslong as you have the levels. My current shoes in our current world cost me 287 levels to put one enchantment on when I put the final one on.
Not exactly fun to grind that many levels however atleast I can. Like described above it also flattens the curve for increased cost so even if it costs me 287 levels I won't lose more XP than if it would cost me only 30 for example but this can be fully customized to your wishes.
The other two we also use.
Something more simple about not being able to have op stuff and keeping it as a more survival game
I really miss the old enchanting system looking at Multiplayer servers, It was very fun seeing people run around in all sorts of armor and gear with always having the possibility of getting stronger instead of basically requiring to have Max level gear or else not standing a chance because everyone else has max level gear, The old system was more grindy in theory but in reality people on multiplayer servers grind way more right now than back then because getting max gear is actually realistic, From a Singleplayer perspective the new system is obviously way better but as a multiplayer player the old system felt much more interesting
no, on singleplayer it is also better, it makes the survival experience far more down to earth
@Whatismusic123 the problem is not the enchanting table, the problem are the villagers that allows players to get all maxed books pretty easy
To be honest i like the fact that enchanting took away 30-50 levels. The enchantment felt more earned and meaningful. If they keep that and the rest from today's system.. maybe add a refresh button that costs 1 xp level...
Should something meaningful be applied to something that is meant to be replaced?
@@steveminecraft5887this sentence goes so hard steve from minecraft
At that point you just have the old enchanting system with extra steps.
Nowadays you enchant the lowest level when you don't get what you want which costs a whopping 1 level.
With your system it would be exactly the same only now you won't have to enchant at all until you get what you want and you lose all levels, don't think that would work out too well.
the old system made it so that for every game you never stuck to just using whatever is the objectively best, you may use a pickaxe without fortune because you simply didn't get it, or use armor with fire prot 3, because you were unlucky, it made the game actually fun instead of you just being op with a few spins of the enchantment table that guarantees incredible success. it being expensive also was good, since back then xp farms weren't even viable, so you actually got the XP through gameplay and the enchantment was a cool reward for your progress, instead of you just sitting at a mob farm for hours to get your OP gear.
of course I speak of the 1.3+ system, which was obviously far better
I much prefer Skyrim's enchantment system. It doesn't translate 1:1 for Minecraft's enchantments, but I think it's pretty close. I like the idea of removing randomness from enchantments by being able to choose them, and I also like the idea of disenchanting enchanted items found while exploring to learn their enchantments. I'm not sure how enchantment levels would work with a system like that, but I'm sure that there's more than one way to make it work.
enchantments were a sign of wealth… now i dont even start my first house until i have efficiency 5 silk touch pickaxe
Well i hate how easy enchantments are now
0:45 Correction, enchanting system was added in Minecraft Beta 1.9 Prerelease 3, October 6. 2011
🤓
@@mohamedabdelatty7557the emoji is overused tbh
🤓
lowkey u seem hella nerdy saying this
I miss the old enchanting system it was harder to get enchantment. Today's enchanted tools are too easy to get.
Unpopular opinion, it was better like that. Now you just need a villager and now your tools are maxed and never break. What a great game design.
Don't use enchantments then
I respectfully disagree. It's a game about freedom and creativity; if you want to stick to naturally finding books, or literally only using the Enchant table, you can. If you want to be ultra cheesy, pull out all the tricks, that's okay too. I don't use Elytras, and never bothered with specific villager hunting 'til recently, and i still had fun. Look at transportation and weapons and you'll see similar alternative routes.
The old system, however, railroads you into grinding, followed by mindless, boring clicking for upwards of half an hour, that takes all your levels with no hint of what you may get, with no alternative option, and no repairing. Fix up a few of these and maybe it'll be fine, but as it stood, it's a disrespect to the player.
in my 1.4.7 world with like 3 weeks of playing, I still haven't gotten even close to max enchantments.
it's way more fun
So glad for the more modern enchantment system, as opposed to the older one.
if i recall correctly, at the time people considered lv42 to be the sweet spot of good enchantments vs time invested grinding exp.
i also quickly want to point out you could actually infinitely repair your enchanted tools in an anvil in 1.7 and prior. all you needed to do was rename your tool, and its repair price would simply never go up no matter how many times you repaired it. it was still more balanced than mending though, since every repair still took resources.
i actually have a singleplayer world where i used the seed of my first world and generated it in the original version i started in (B1.5) and slowly upgrade it over time by completing certain set goals i make for the version, and to upgrade from 1.0 obviously doing a lv50 enchant had to be one of the goals. it took forever afking for it lol. at least the zombie farm i made for it came in handy later on when i upgraded to a version with carrots and potatos.
1:00 I never even realised the minimum book shelves changed and I've been making 3 high walls around the table since forever lol
The grind was real and rewarding, enchantments were endgame stuff
We had the first ever Enderman Farm back then on the first iteration of the Zipkrowd server and it made enchanting somewhat bearable, quite rewarding even once you got a good enchant.
Before that we set up a quad cave spider spawner and double blaze spawner farms to grind that XP.
We set up timed Piston Crushers to get the mobs down to 1 heart and then used Splash Potions of Harming to instantly kill everything for an instant 50 after afking a bunch.
The OG system definitely deserved the shoutout that you could get Silk Touch and Fortune on the same pick
well tbf tho SIlk Touch would cancel out Fortune anyway so having both on the same pick makes zero sense
This old system stills exists on Legacy Console Edition despite being updated to 1.13/14 but you have to use Lapis.
I think the old system was better (1.3-1.7 system) because like you said Sharpness V or Fire Aspect felt way more special and rare.
I still to this day still think enchanting works the old way and get reminded every time I use a table
As a kid I thought you couldn't pair unbreaking with mending.
When I found out I was like: Broo dat be OP dat no make sence.
My only complaint about the new enchantment system itself is that it doesn't cost a lot of EXP. I preferred when it cost 30 levels to enchant because you actually had to work to obtain OP enchants. The other thing that is even more broken today is villagers...
People will always min-max these things especially in todays minecraft.
Making enchantments take away all your levels again wouldn't make it any more special because nowadays you rarely actually work for your XP anyway, most people build an XP farm and that is their main source of XP from that point on so whether it takes away 30 or just 3 levels doesn't make a difference, all that would determine is how long you have to spend AFK in your XP farm and I'd rather spend less time just standing around doing nothing and more time actually doing something.
"One's mistake is a feature," Mojang 2009-now
Minecrafters back then: Man Minecraft needs an adventure update.
Notch: *gives them what they want but makes in inconvenient for them*
I remember seeing such system on stampy though with lvl 30 on Xbox, man I now see why it took multiple episodes to enchant a sword with looting
Minecraft's whole development was basically a sandbox now that we look back, lmao.
I immediately recognized the Team Avo footage lol
took so long to get that 5-2-3 godroll on my diamond sword
i didnt even use it to keep it full dura
congrats on 700k subs
I can't believe that I'm older than Minecraft's enchant system when I'm younger than the first known version of Minecraft.
Sometimes, I forget that this game is 15 years old, and the people who were born after it released are teenagers now.
You make me feel old, dude 😂😂
I remember how insanely tough the enchantment system was when it rolled out
From all the old school minecraft features this is never talked about. I thought i might have been going crazy thinking it was just some Mandela effect or it might have been from a mod i was playing at the time.
I think the new enchanting interface/method is pretty much ideal. You get a glimpse of what enchant(s) you're gonna get and it doesn't eat up all of your levels.
However, there is the issue that players can get up to fully enchanted diamond/netherite gear very quickly. I don't necessarily think this is a problem for servers that don't do PvP, but I think there should at least be a way to make such feats much more difficult should the admins wish.
Idk. I look back at old PvP and see people playing it smart even if they have clearly better gear. Now every fight looks like a slapping match waiting to see whose armour/shield/weapon breaks first.
The game made getting so powerful much, much easier over time, and I'm not sure if I enjoy that now that I'm thinking about it.
2:27 terraria players: first time?
That god damned goblin tinker
The old enchant system could make a return if they just keep easier levels, a little less xp loss and the anvil, everyone would be happier
the old enchanting system should be purged off the game for eternity
No.
baffles me that people didnt know about this, i remember these days like yesterday
Does anyone miss the PVP servers back in 2012? I swear my whole life, I have never come across so much fun. Man you used to build your own clans, gain power by killing enemies, then the more power the more of your land you could protect using the wand, then you would set up hidden piston traps for enemies and do clan raids.. man.. It's been over 10 years and I don't think I've ever had that much fun.
Last time I saw someone wearing gold armor was yesterday on Hermitcraft.
It is pretty much required on the nether now a days.
Theres this smp i play on its called king smp and its actully pretty fun to play but u have to pay 8 dollars to get 3 items that is either a chestplate with all protections on it and all of them are on level x
"Notch's Biggest MISTAKE" was selling it to microsoy
Old sharpness also did more damage so it was more exciting
Funny how now we seem to have the opposite issue. Enchants are almost too easy and common nowadays lol
I was lucky enough back then to have a crazy friend who found 4 blaze spawners in one spot and made a mob grinder that consisted of pistons suffocating the blazes until they were 1 health for an xp grinder. Still took like 10x as long to get to level 50 than the donut in the sky farm but it was much faster than anything else we had back then. But I do remember clearly it took me months to get silk touch. Level 50 enchant was not guaranteed silk touch, and at the time they would sell on the server I played on for hundreds of diamonds.
Dreition makes me very nostalgic. Thank you for including that.
the mod "enchancement" is imo the best enchanting system overhaul mod there is.
back when enchanments meant something.
now if you dont get the ultimate sword or pick you get clowned on by ppl or instakilled in pvp but back then it was much more fun and magical to get that rare god enchant, knowing that you worked so hard for it and almost nobody had them
sadly they've made the game more casual ever since and now there's a completely damage-proof shield, easy enchants, wolf armor, automated anything and everything farms, mending and villager books in general.
imo a change that could be made would be locking prot 4, eff 5, sharp 5 ect. out of enchanting, and into villager trades while changing them into how theyre in bedrock (guaanteed to get, but only at master level and with specific biomes), also removing mending from them and making it more common in end cities will help
Overall i would put more emphasis on having to work for the best enchantments, with the basic ones being as i said behind villagers, and the more complex ones all having their own structures (with soul speed being moved to bastions)
Maybe add a way to dupe them if you have them as well simmiliar to trims so it wont be as grindy
Wow I never knew Minecraft's old enchantment system what's this broken I wasn't playing Minecraft at that time but I'm just glad they fixed it before I started actually playing the game because if it was like that today I wouldn't even play Minecraft at all TBH
No way... I started playing for some nostalgia and for the past year I've still been building the bookshelfs like 1.0.0 omg
I think some enchantments must not be obtainable with villagers and enchanting table just like wind burst for the mace. So that it would force players to venture more.
In my opinion, Mending should be one of those enchantments. Its power is unrivaled.
One thing that's acually pretty op is the way u get enchantments from villagers, by getting whenever enchantment u want by changing their trades so easily. I think that, when you put down their job site block, the trade you get is permanent
I remember the rumors that if you translated the enchantment table runes you could know the enchants (you couldn't lol), i was so happy when i saw the preview of the enchants for the first time
Except you literally could. They translated to seemingly random words, but the words represent categories of enchantments so you could get an idea of what the enchantments was.
@@brendethedev2858 wasn't that debunked? or did it change when they introduced the new system?
Edit: now that I think about it I may have tried translating it once and it said something about fire, so I enchanted it, got knockback II, and never tried again lol
I had full level 50 enchanted diamond armor in my old Minecraft world. Unfortunately this world got corrupted when ocean monuments were added. It's technically still playable, but way too annoying because guardians spawn everywhere.
There was a secret where you could put a gold tool in the enchantment table then put diamond tools in to basically get the gold tools bonus enchantments.
"There were no broken mob farms and you had to kill 1 mob at a time to get XP!" Oh no, you mean actually play the game? That's wild, oh the humanity! I think I'll implement this older enchanting system to RLCraft :)
Plz no rlcraft is hard enough sir
Mob grinders are as old as the game itself, tf are you going on about?
Lmao
😭
bold of you to assume people will be able to reach that point of the modpack without dying at least 7 times
It makes sense. Steve had no idea what he was doing, then he started working it out.
6:20 I like how you crafted a worse pickaxe.
I kinda liked not knowing what enchantment I was gonna get, but I hated how much time and xp it took to get only to be massively disappointed with absolute garbage enchantments. I’m glad there’s still a bit of randomness involved in enchanting through tables.
I remember getting so excited to see protection or efficiency II, any looting or fortune, and sharpness III. My sister would always get upset that I got diamond before her and enchantments before her. I would always make the goal of getting the best tools and armor I could, which took time. Those were the days, lol.
Personally I think that old enchanting was too tedious and frustrating, but nowadays it's too easy. Consuming 50 levels VS 3 for the highest tier is a kinda ridiculous change when you think about it.
I know it still requires 30 levels, but only consumes 3
I remember when the update released and we all realized how insanely easy it was to get enchants from now on.
Those were the days.
New video idea: WAHHHH WAHHHHH WAHHHHHHHH WAHHHHHHH
God forbid we criticise something with flaws
this way of enchanting items made me not want to enchant so much that I still forget to do that now a days.
I actually liked the old enchanting system more. The one after they pushed down enchant costs to 30 and would give you better levels if you use more exp. But before the lapis and only using 1-3 levels. High tier gear was much rarer and only the top of the crop was getting it and using it, people actually had incentive to make efficient xp farms and grinders. The strong guilds were strong because of actually being able to gather, refine and field top tier gear, having enough potions, food and other necesities to overcome their enemies. RN every moron can easily get top gear, often bypassing enchanting alltogether by scamming vilagers, potions are quite useless and weak, since food healing is OP and stackable, you used to heal slowly with anything above 8 hunger bars. The enchants also used to be much less impactful as armor values were much higher (we dropped from 4% per half shield to 3%), strength potions was multiplying damage by 130 and 260% instead of now adding flat damage. The overall meta was much different too. As it is now, the old system would be absolutely awful, but for the old times, it made sense.
i hated when enchanting tables were random bro
they kinda still are tho
Let's be fair, though: Getting four complete armor sets, one with each Protection type, can still be a large game of LET'S GO GAMBLING! due to how the enchantment table levels affect the enchants you get and how swords and boots can't be maxxed with only anvils. Max Projectile Protection IV boots can take a lot of grindstone uses. And if you want Frost Walker II with Soul Speed III and the other five compatible enchants that don't involve PPIV on that pair? FORGET ABOUT IT!
**Tch-tch-tch BRRRMP!** "Aw, dang it!"
As an older Minecraft player, I was super surprised when I placed like 10 bookshelves and started seeing max level enchantments, like what do you mean you don't need to completely surround this table with books anymore? The bookshelf room looked half-complete to me lmao
enchanting is one of the bigger reasons i stick to pre adventure update minecraft. i like crafting a tool and having it be the best form of itself
Oh man I remember that gambling enchantment system and took all 30 levels it was soooo frustrating
prior to 1.8 we never wasted 30 levels on 1 enchant. We used those levels to enchant books with the lowest EXP cost enchant available. Enchanting books en masse and after a while you sort and combine all books on an anvil. Then all you need to do is pick your enchantment of choice and gear piece of choice and enchant. So, you weren´t forced into RNG enchants prior to 1.8.
The new enchanting system was one of the many things I thought I had back when I was playing on ps3 only to be severely confused by the java console divide once again
As someone how started playing in 2012/13 i remember how rare Diamond armor and enchantments were and miss it
I remember back on the ps3 days if you wanted a good lvl 30 enchantment you save before enchanting then load when you don't get something you want
BugmanCX mentioned, one of the most underrated minecraft youtubers ever?? That man deserves all the shoutouts.
Back then I would only have level 1 and 2 enchantments because I had no clue how to get higher 🤣
I started in 1.3, which was after the drop from 50 to 30 but before the anvil (that was 1.4), and having full diamond gear with maxed out enchants was a serious achievement. If someone on a server had them they were either an admin, a hacker, or someone with faaaaar too much free time
I believe an easier way to add diversity is to disable enchanted books and anvils in general and let people get only whatever the first enchant would give, it would be essentially teh same as old minecraft but inifnitely easier to grind for.
dude I miss how broken old enchanting was tbh, I forgot about it
The 1.4 system was the best system, and they since broke it. Just 3 levels to enchant, unlimited repairs, mending and villagers made the entire xp and enchanting system just useless.
I guess I haven’t enchanted anything since release so I wasn’t aware it didn’t go up to level 50 anymore 💀
13:03 like server isnt using 1.8.9 pvp i dont think its any diffrent than a cookie clicker