Minecraft Wiki talk:Issues/Weekly 12w22a

Enchantment System
a Enchanting is way too overpowered, giving Fortune 3 + 2 more enchantments when spending 30 levels. - KrisEike
 * Downgraded to annoyance. The implementation of enchanting is intentional, but it is annoying that it is overpowered (if enough people agree this should upgraded to major annoyance) --Mattrition 17:13, 31 May 2012 (UTC)
 * It was underpowered before... and now it's overpowered. :P Ores should give slightly less XP, especially for coal (it should still give a tiny bit or XP, so there is more interest towards mining it). C ali nou - talk × contribs » 20:00, 31 May 2012 (UTC)
 * The new enchanting system is generally better ( linear levels, getting xp for mining and smelting stuff, better chance for multiple enchantments) but is unbalanced ( coal gives the same amount of XP as diamond) and you level up way to quickly now ( it only needs you to smelt 8-9 stacks of sand to get to max level, and it took me 35 seconds to get to level 30 in our XP farm) Also it's impossible now to get efficency V. I think with some adjustments, this system might be much better and more fair than the original one.
 * I do not agree to the point "level up way to quickly now". At first: existing XP-Farms are not an argument because at the beginning a new player in a new world has no Xp-Farm. I like the new enchanting system very much cause i can now use enchantings quickly after world-start, more often and not only to get one specific enchantment. But i agree to the point "unbalanced" - but in a different way than you: If your world is grown and you maybe have an XP-Farm or digged out big holes (and get much coal and smelt much cobblestone, iron and whatever) you get too much XP. I would prefer a system that makes the first enchantments easy as now and then slowy make it harder to get get XP (maybe not linear) OR need a higher level of XP for the next enchantments so that you need more bookshelf. And i think the enchanting system should be dependent on the dificultylevel (but for me the difficulty system needs also a changing in generaly: You shold not be able to to change difficulty in-game, on peacefull you should get hunger and mobspawners should not be inactive. But thats a different point not directly related here so i'll stop now. --31.16.143.12 13:31, 3 June 2012 (UTC)kranseier
 * Underpowered... overpowered... Putting on my game designer hat for a moment, I'd suggest it's not the level requirement that was a problem - max level 50/max level 30, linear level growth/non-linear, really doesn't matter. The weakness in the enchantment system is its variability. Who ever heard of an enchanter who didn't know until he tried it whether the 50 levels (or 30) he was about to spend would get him a good enchantment or a rubbish one? The complaints about balance are a symptom, it's the system's randomness that's the underlying problem. --82.69.54.207 21:53, 31 May 2012 (UTC)
 * I agree the randomness is the problem. What makes the gamers mad isn't killing a bazillion of zombies, but killing them hoping for a specific enchanting AND not getting it. But I don't think Jeb will change this, since it's what Notch intended for the enchanting (random = magical, or something like that). That said, I think a good compromise would be achieved just changing the level growth back to non-linear - because now, with 1725 XP points (lvl 30), we can get lots of useful enchantments, while before we would need 4600 (lvl 50). But well, it's just my opinion. Lvxferre 20:33, 1 June 2012 (UTC)
 * I think the randomness is the worst. I'd rather know what I'd be spending my levels on. Perhaps if the text on the enchantment table actually related to what the enchant was going to be? Still keeping it in that cool alphabet, of course. --208.107.42.228 06:10, 2 June 2012 (UTC)
 * One can reduce the randomness without eliminating it entirely, in several ways. For example, randomise the system depending on the world seed. So within a particular world, you'd get consistent results, but finding a particular enchantment combo might take some experimentation. Or, give one guaranteed enchantment plus a random bonus. Or, give some decodable meaning to the current, random, magic words so people have something to figure out. Minecrafters would be suckers for that last one... --Simons Mith

ender chests in villages??
hey, i know that ender chests will keep any item in it, so if ender chest spawn in villgers, so that means that there is only one village chest loot per world. i say let jeb change is back.XXminerXx 23:53, 1 June 2012 (UTC)XXminerXx

Endless credits
I just finished the game, but it's impossible to do anything from the credits screen... you can only close the game, but reloading the map makes the credits restart... --Falcomatto94 13:01, 3 June 2012 (UTC)


 * You also can no longer press Esc to bypass the credits. This must be fixed! --Jovet 18:26, 3 June 2012 (UTC)


 * It's been marked as fixed on the buglist by Jeb now --Mattrition 12:09, 4 June 2012 (UTC)

Discussion:Placing redstone wire on up half slabs
undefined you cannot place redstone dust on top of the up half of a slab.
 * I don't think that was ever possible (just tried on 12w21b). This isn't really a bug, it is a feature request. --Flapjacksmike 19:33, 31 May 2012 (UTC)
 * It is a bug, as it is not intended behavior. Why would it be? C ali nou - talk × contribs » 20:15, 31 May 2012 (UTC)
 * This is not an intended behavior, but it's not a bug either. slabs are transparent blocks such as stairs and you cannot place redstone on them. and it always have been like this.
 * If you do not work for Mojang, please do not use the F, N, S, or U tags. Read the directions at the top of the page before making any further posts. The incorrect use of tags cause difficulty and confusion for everyone. I have removed the improper tag use. CaMoreno3 07:29, 1 June 2012 (UTC)
 * no, you guys don't understand what I mean. look you can place 2 slabs on top of each other right? well, what I mean is. a fiew weeks ago the feature was added that you could place not only the normal slab, but also the upper half of the slab. by clicking on the block that was above. now what my bug is, is that on top of the UPPER slab, you cannot place redstone. you can place every block on top, but no redstone.
 * Yes, they do understand, but the current behavior *is* intended and will most likely remain the same. Regdoug 17:43, 3 June 2012 (UTC)
 * ok explane to me, why is it intended that I can place a block of opsidian on top of the upper half of a slab, and not intended that I can place a piece of redstone?
 * Regdoug, please provide a reference from Mojang stating that this behavior is intended. Not being able to place redstone on upper-slabs and upside-down stairs is inconsistent, and should be fixed. CaMoreno3 06:59, 4 June 2012 (UTC)
 * to make everything more clear what I mean. look at this picture

bug as you can see I can put a stone on top but no redstone on the middle one

Moved:Redstone over long distances
Moved the following bug here because its more of a query than a bug (the user had posted the bug report about this a while before) --Mattrition 11:38, 4 June 2012 (UTC):

undefined Please answer instead of ignoring, the bug where redstone lines dont work after longer distances anymore. Has this been acknowledged? will anything be done or will it simply be covered up and ignored?
 * Are you talking about just straight redstone with no repeaters? Redstone is only supposed to travel 15 blocks and then it becomes un-powered, you will need repeaters. If you are talking about it not working in unloaded chunks I thought they fixed that in one of the snapshots.
 * Im talking about with repeaters and thank you for your reply, with repeaters the max travel distance has been halved in these snapshots from 280 blocks to 150 blocks.
 * This bug page is not for provoking comments from the developers. It is for submitting a list of bugs to Mojang so that they have one place they can go to for find bugs to fix. You posted this report already. Great. It's on the list. In no way are you entitled to any sort of response. Mojang and choose what they want to respond to fix in their own game. Please remove this report once you've read it and sign any other reports that you make, preferably using a registered account. --Mattrition 11:01, 1 June 2012 (UTC)
 * No it isnt, its for reporting and acknowledging bugs. Looking at most other bug reports a lot of them are getting attention as if something will be done. I reported this in the last snapshot and nothing was done about it not even a reply, ironically the bug still exists in this snapshot. How am i supposed to assume something is being worked on if no one replies, how do you know its on the list? - Chris
 * I'm sorry but you've got the wrong end of the stick. Pretty much all comments are made by other users, not Mojang staff. All we are trying to do here is compile a list of bugs found by the community. It's up to Mojang what they acknowledge and how, and most of the time they go ahead and fix stuff without any kind of feedback on this page. I haven't removed this report because I need you to see these comments, but could you please do so yourself because the actual report is a duplicate of your own posted further down the page. Please also re-read the instructions at the top. You need to be signing using ~ so that people can easily contact you by your own talk page --Mattrition 14:00, 2 June 2012 (UTC)

Fishing
undefined ? Fishing does not work. The hook of the fishing rod goes underwater, but when you pull, you get no fish. -- Chromer
 * you just need to be patient. it works just fine to me, in the beginning I experienced the same as you. but after fishing for five minutes, I catched 2. It's just like real fishing.
 * Works fine for me too. Caught a fish first time in creative and survival. I've moved the bug to this discussion page. If there is extra information you want to provide then please comment further. --Mattrition 16:48, 4 June 2012 (UTC)