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
--Falcomatto94 13:01, 3 June 2012 (UTC) 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...