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I remember reading about this as a kid in the outdated minecraft guidebooks and just thought "wtf is this system why wouldn't you know what enchantment you're getting?"
I was on PE lite at the time, so when I watched all the famous youtubers play survival and they could enchant, sprint, etc I was like ”I wanna do that too” but had no clue how
Syndicate made a meta for the old enchants. I actually prefer them. You needed to pay attention to the levels as well as the amount of words written down. Generally the enchants you wanna look for have a lot of words but if you’re going for something like silk touch you’d need a specific level and less text as silk touch usually doesn’t come with much else attached. Idk it’s still most rng but I still liked 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.
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.
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 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
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
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
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...
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.
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
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 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.
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...
"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 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.
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.
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!
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!)
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.
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.
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.
I have played Minecraft since 2012, not only was the enchantment system horrible. The entire RNG system was the worst thing ever made. Recently on paper, the rng system was redone and is better and a lot more random, minecraft still has an old enchantment system that can be manipulated, yes thats right, you can drop blocks on the ground to choose what enchant you want on your weapons.
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.
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
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.
One thing I will say, is that the new enchanting system we have would be better without Mending in the game. Sure, having a supermegaultimate set of weapons and armor feels great, but with how early you can achieve that on full Diamond gear nowadays (without even mining if you're a villager afficionado) along with how easy it is to aquire Mending, means within just 2-8 hours in a fresh world you will no longer have any need for half the games resources. I'd much rather they made the repair cost uncapped, made it scale much slower, and be reduced depending on how much of the material for repairing you used. This would probably require a tweak to how aquiring Netherite works, or simply making Netherite Tools and Armour have 10x-20x as much durability as they do currently. Make Elytras not delete themselves if you run out of durability, or have it contain Mending by default. An alternative to this is simply making diamonds more usefull in the endgame, with things such as lava boats and/or a new type of Super Rail or Super Minecart. For a game called Minecraft, nowadays actually mining is becoming less and less of a part of the longterm gameplay and that is kind of sad.
@@intertween ah nice, glad that feature is already in. Could simply move that to how Netherite items work then too and remove Repair cost and entire system works again
Honestly? Just remove tool durability altogether and add more uses to resources. Copper, Iron and Gold already have good enough uses. Diamonds and netherite are what could use more.
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.
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.
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.
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.
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
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
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
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.
Modern minecraft has warped your perception on how the value of enchantments. There is no requirement to max out your enchantments the first day of playing. Enchantments had actual value compared to now where it is a joke.
@@Theguywhowanders That would make enchantments no longer special and no longer end game equipment. You might as well just get rid of enchantments altogether and make the base tools better at that point.
@@gyroninjamodder dude the point of the game is not to get tools, it's to do stuff(exploring, building, mining, fighting etc) with tools, tools are a means to an end not the point Everything else in this game has you doing something interesting (getting tools has you mining and exploring, getting to to ender dragon has you needing to get tools and exploring and fighting) enchanting is just grueling (you walking between the enchantment table, you mob farm, replacing lecterns, why do you advocate for boring gameplay?) There's already ways that the game is slow, you have to get higher tiers of gear, it's not modern minecraft that's "warped our perception", its us older playerd getting good that makes everthing seem so easy
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.
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.
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.
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 remember when i had sharpness 4 on a shovel and my friend was just mad at me for violating the enchant system, I wanted to piss off a server and knew they would be mad if they knew i wasted good enchants
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
I think enchanting should not be random at all. I prefer tinker construct. Add modifiers/enchants based on item cost. E.g. redstone for efficiency, lapis for looting etc. that way you can upgrade your tools. Vanilla, you basically never get a lvl 1 enchant on a diamond pick it there's a lvl 5. If instead you could only get lvl 1 for every enchant and then had to upgrade that lvl to maximum by using the tool or adding material to it. That'd me more fun.
Overall, I think mojang should hire a single gameplay designer, give him crack, and then let him redisgn like 90% of the game. When the developers implement his ideas, I should launch the game and never be bored in minecraft again :)
I remember the days before lapis and the terrible enchanting system. There was a mod on hexxit that altered it where you could scroll down a menu and pick what enchants you wanted all at once (eg sharpness, looting, fire aspect, plus a bunch of custom ones from the modpack)
The old enchanting wasn't that random IMO. The symbols in enchantment usually had patterns. For example, you can try to search for "Enchanter translation pack" or something. The word "xyzzy" (or enchantment with 2 upside U's in middle) usually meant bane of arthropods at least 4 out of 5 times for me. I believe mojang unconnected these words in enchanting table to actual enchantments later