So I noticed a couple things in Skyblock.
1: Fishing is brutally unrewarding compared to vanilla
2: The level cap for armour and tools is 5, which upsets people who got here before me and loved their broke enchants and some newcomers with false expectations from YouTube videos etc.
Now I have ideas regarding these two points. Firstly fishing. In base Minecraft fishing is like a gatcha game, or gambling/looting crates but without the money and EA breathing heavily outside your window. It feels good pulling that ludicrous book or bow. But sadly here, that would be far too broken... Or... Would it?
I have an idea for this. I noticed that a quest asked for fishing up clown fish and claimed they couldn't be caught in the jungle. Witch intrigued me, mostly because I absolutely proceeded to catch just that exactly there. I caught 5 clown fish in the jungle even, before noticing this quest in fact. Which disappointed me initially but there's where the gears start turning. There's room for improvement in that idea.
Island/Biome based fishing rewards could easily allow different pre enchanted gear as possible catches. Let's say you just got to the jungle and started fishing. You could expect only leather armour here, maybe some stone tools and all with varying pre existing enchantments on them. And you are well stoked about this too. Why? Because pre existing enchantments wouldn't count as levels on the equipment!
There's the beauty of this simple change. It answers both issues in one swoop. Pre enchanted gear through fishing incentives said fishing, and said enchantments provide a solution to those who want and are willing to work for "more op equipment"
On later islands you could even possibly catch iron/diamond gear but at a lower rate. It would be trippy awesome if it was possible to fish in lava with a special enchantment or rod later too. I could see that paving way for netherite gear.
I just like this idea because personally, I kinda enjoy working with a cap but also would like to outgrow it eventually even if that means some patience and elbow grease on my part. I mean, those seem to be running trends here *cave Spider PTSD intensifies* and I so miss fishing as a calming mindless time killer between frantic stressful multitasking while also possibly making a gain or two.
Oh and my brother thought it would be cool if hoppers could scoop up exp into empty bottles making them bottles o enchanting. At first I thought this would be bad, but in hindsight bottles o enchanting don't give the best exp later on. It would just be neat to do really not exactly game breaking. And if you don't want to take away from the quest reward bottles, you could make the craftable ones have reduced stack size like eggs, making their very storage and usage a fun side project or quest line for anyone.
1: Fishing is brutally unrewarding compared to vanilla
2: The level cap for armour and tools is 5, which upsets people who got here before me and loved their broke enchants and some newcomers with false expectations from YouTube videos etc.
Now I have ideas regarding these two points. Firstly fishing. In base Minecraft fishing is like a gatcha game, or gambling/looting crates but without the money and EA breathing heavily outside your window. It feels good pulling that ludicrous book or bow. But sadly here, that would be far too broken... Or... Would it?
I have an idea for this. I noticed that a quest asked for fishing up clown fish and claimed they couldn't be caught in the jungle. Witch intrigued me, mostly because I absolutely proceeded to catch just that exactly there. I caught 5 clown fish in the jungle even, before noticing this quest in fact. Which disappointed me initially but there's where the gears start turning. There's room for improvement in that idea.
Island/Biome based fishing rewards could easily allow different pre enchanted gear as possible catches. Let's say you just got to the jungle and started fishing. You could expect only leather armour here, maybe some stone tools and all with varying pre existing enchantments on them. And you are well stoked about this too. Why? Because pre existing enchantments wouldn't count as levels on the equipment!
There's the beauty of this simple change. It answers both issues in one swoop. Pre enchanted gear through fishing incentives said fishing, and said enchantments provide a solution to those who want and are willing to work for "more op equipment"
On later islands you could even possibly catch iron/diamond gear but at a lower rate. It would be trippy awesome if it was possible to fish in lava with a special enchantment or rod later too. I could see that paving way for netherite gear.
I just like this idea because personally, I kinda enjoy working with a cap but also would like to outgrow it eventually even if that means some patience and elbow grease on my part. I mean, those seem to be running trends here *cave Spider PTSD intensifies* and I so miss fishing as a calming mindless time killer between frantic stressful multitasking while also possibly making a gain or two.
Oh and my brother thought it would be cool if hoppers could scoop up exp into empty bottles making them bottles o enchanting. At first I thought this would be bad, but in hindsight bottles o enchanting don't give the best exp later on. It would just be neat to do really not exactly game breaking. And if you don't want to take away from the quest reward bottles, you could make the craftable ones have reduced stack size like eggs, making their very storage and usage a fun side project or quest line for anyone.