There's already plenty of incentive to go to strongholds and the Nether. Strongholds lead to the End, and the Nether has resources for potion brewing. Not to mention just flat out exploring which a lot of people enjoy doing.
What exactly about any of that convays that there is no "experience" to be gained from the occurance?
If you mean spawners in dungeons, you are already getting the EXP from killing the mobs and you get loot in the chests.
Hun, you appear to be misinformed about the use of time in conversation. We're not talking about what occurs right at this moment. We're talking about what make sense for future implimentation. Spawners are more dangerous than a single enemy, since they produce enemies themselves. There is no reward for its defeat, which seems silly. That was what I said. I apologize that somehow this was not clear to you.
Are you telling me there is no reason to have an opinion?
I am telling you that there is no reason for this opinion. Reason is a very specific thing to have. Not having one, is equally specific. If I stumbled because of a rock, the REASON I stumbled, was because my ambulation crossed paths with a rock, and caused me to lose balance. Asserting that I do not believe people should have differening beliefs is a bit of an assumption.
If you need help, what I'm saying is that the people who are actively against this, without providing any consideration of the subject, are stupid. Does that help? Feel better? Within the know?
I am telling you that there is no reason for this opinion. Reason is a very specific thing to have. Not having one, is equally specific. If I stumbled because of a rock, the REASON I stumbled, was because my ambulation crossed paths with a rock, and caused me to lose balance. Asserting that I do not believe people should have differening beliefs is a bit of an assumption.
Reason: You shouldn't get EXP from everything you do in the game, especially when you do tasks which aren't difficult. Plain and simple for you master.
Reason: You shouldn't get EXP from everything you do in the game, especially when you do tasks which aren't difficult. Plain and simple for you master.
Having an opinion is not having a reason. That's why I'm telling you that your opinion is stupid. Was that short enough for your attention span?
The Meaning of Life, the Universe, and Everything.
Join Date:
1/1/2012
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Minecraft:
Nuclear_Box
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i think this would be a GREAT implication into the game!
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The problem is that there is no problem. This is virtually impossible because in order to have a problem you must not have a problem, but if you don't have a problem then you do have a problem then you no longer have a problem.
Reason: You shouldn't get EXP from everything you do in the game, especially when you do tasks which aren't difficult. Plain and simple for you master.
You're right. We shouldn't get experience from mobs. It should only be from doing things that require hard work and skill.
There is no reward for its defeat, which seems silly.
Defeat implies combat. You don't defeat a spawner: You break it.
Combat = EXP has been a staple of games since...Well, whenever EXP first appeared. Literally farming for it just makes little sense. Really, why should you get EXP for tilling a bit of dirt? At least combat has some degree of risk.
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Through the darkness of future past, the magician longs to see.
One chants out between two worlds: "Fire - Walk with me."
What I do, is when I find a dungeon, I add a water stream, so that when mobs spawn, they fall 23 blocks. This is enough to take them down to exactly half a heart, so you can kill them and get EXP with no tools, and at no danger to yourself.
Seriously I don't understand why people take such an extreme position. An opinion is one thing, but saying there shall be no experience whatsoever for anything other than tasks you deem worthy, is a little odd.
To me the whole experience/enchantment system feels like a rather clunky add-on and the focus on killing is just embarrassingly old-school. I mean is this D&D? I'm sure Gary Gygax would approve. Role-playing games moved on 30 years ago guys!
I don't see why you shouldn't get experience for lots of activities. Encourage exploring, sure*, but why not reward other great achievements. I have someone on my server building Ankhor Wat. It involves a heap of planning, building and mining, which can be dangerous. Why shouldn't that be rewarded? Other people get rewarded for having experience grinders.
Really the only fair way would be to allow experience for all sorts of achievements or, since it only affects magic, maybe you should only gain it by using magic. I can't see how waving a sword around makes you better at spells.
* Perhaps with better rewards than a loaf of bread and a piece of string!
BTW: Random enchantments also seems plain demented. If you want to emphasize the difficulty, it would be easy to just have an enchantment occasionally go wrong.
I would rather just have the enchantments give you the exact one you want instead of randomly giving one. It's ridiculous that you spend so much time killing things and then get an enchantment you didn't want, and wasted all your XP.
I think the use of XP to enchant is the problem, has any other game done it this way? I can't remember any. It would be better if you could mine for gems like Skyrim uses.
Farming takes hardly any effort at all, why should someone be rewarded for doing pretty much nothing? Also, for the players who avoid monsters, well they're **** out of luck. If they want the EXP to enchant, they will have to get over it and kill some mobs. Sometimes you have to do things in the game you don't want to, in order to get something you do want.
Once, someone has said that this game has begun to become too much about fighting. So i think other ways to get xp makes sense. But maybe a 1/250 chance to get 1 Xp orb for every block you break. That might be balanced.
No, you're right. We should just be able to get experience from safely tending to our wheat instead of going out and working to kill mobs.
As opposed to punching out a Creeper with my bare hands in complete safety from atop a three block tower? I have done this. It works. It is more than possible to build a nice little mob-kill station that allows "fighting" and collection to be done in a totally risk free environment. or, if you like it better, players can do as I said before, and just use the wheat to breed pigs indoors so they can "fight" those for experience.
I understand that you are trying to defend the position that gains in experience should come with risk. However, in the first place they should not. They should come with effort. That aside, there is more risk in going underground for ore than there is in going to kill mobs. You have to go out to find the ore, going to where it is, and it doesn't come back once collected...meaning you have to continue to go further and further out, either putting more and more work into staying safe or taking greater and greater risk (and often doing both). When you go to kill mobs, though, you know that they will come to you, and can build defences and recovery stations in advance to give you so much advantage that it becomes as safe as that wheat tending that you're frowning on so much, and is considerably faster.
So, between two equally safe activities (because that is what we're really looking at), why should the quicker of the two carry the greater reward, let alone the only reward?
Defeat implies combat. You don't defeat a spawner: You break it.
Combat = EXP has been a staple of games since...Well, whenever EXP first appeared. Literally farming for it just makes little sense. Really, why should you get EXP for tilling a bit of dirt? At least combat has some degree of risk.
Because that's the single laziest, undetailed suggestion ever?
But seriously...Seriously? Maybe if it spawned crab people.
Experience should not come without risk, period.
See, the problem with these suggestions are that it ignores a simple fact: Killing mobs is not more risky than other behaviors in Minecraft. You can find methods of making a spawner pump out a single guy every ten seconds, and have your health heal over and over again. You can fight mobs only during early morning light. It's not hard to find ways to make combat easy, because this is a creative game, which allows us to find cheesy ways of doing anything our little hearts desire.
What I do, is when I find a dungeon, I add a water stream, so that when mobs spawn, they fall 23 blocks. This is enough to take them down to exactly half a heart, so you can kill them and get EXP with no tools, and at no danger to yourself.
This is a solution that requires prep-time, careful consideration, exploration of an area, and skill. How is it that this method should not be rewarded?
I understand that you are trying to defend the position that gains in experience should come with risk. However, in the first place they should not. They should come with effort. That aside, there is more risk in going underground for ore than there is in going to kill mobs. You have to go out to find the ore, going to where it is, and it doesn't come back once collected...meaning you have to continue to go further and further out, either putting more and more work into staying safe or taking greater and greater risk (and often doing both).
I see what you're saying but you get so much more from mining then when you kill a mob, if they didn't have EXP. Iron alone has just about as many uses than all mob drops combined, if not more. Yes mining has it's risks. What are they? Mobs. They'll sneak up on you and try to push you off a ravine into lava. If you go mining on peaceful, what's the risk?
This is a solution that requires prep-time, careful consideration, exploration of an area, and skill. How is it that this method should not be rewarded?
Because there is no risk. There is risk in combat. Risk of death and risk of losing all items and EXP if you cannot retrieve it in time.
As for mob farms, Mojang needs to change the way drops are handled. If the player does not personally harvest or kill, nothing should drop (whether crop or mob drop), including EXP. The exception being music discs, as they rely upon mobs killing other mobs.
Rollback Post to RevisionRollBack
Through the darkness of future past, the magician longs to see.
One chants out between two worlds: "Fire - Walk with me."
What exactly about any of that convays that there is no "experience" to be gained from the occurance?
Hun, you appear to be misinformed about the use of time in conversation. We're not talking about what occurs right at this moment. We're talking about what make sense for future implimentation. Spawners are more dangerous than a single enemy, since they produce enemies themselves. There is no reward for its defeat, which seems silly. That was what I said. I apologize that somehow this was not clear to you.
I am telling you that there is no reason for this opinion. Reason is a very specific thing to have. Not having one, is equally specific. If I stumbled because of a rock, the REASON I stumbled, was because my ambulation crossed paths with a rock, and caused me to lose balance. Asserting that I do not believe people should have differening beliefs is a bit of an assumption.
If you need help, what I'm saying is that the people who are actively against this, without providing any consideration of the subject, are stupid. Does that help? Feel better? Within the know?
Manly Cupquake
Reason: You shouldn't get EXP from everything you do in the game, especially when you do tasks which aren't difficult. Plain and simple for you master.
Having an opinion is not having a reason. That's why I'm telling you that your opinion is stupid. Was that short enough for your attention span?
Manly Cupquake
Yes master. Thank you master. Teach me master.
Well, it looks like you learned the first lesson already.
Manly Cupquake
You're right. We shouldn't get experience from mobs. It should only be from doing things that require hard work and skill.
No, you're right. We should just be able to get experience from safely tending to our wheat instead of going out and working to kill mobs.
Defeat implies combat. You don't defeat a spawner: You break it.
Combat = EXP has been a staple of games since...Well, whenever EXP first appeared. Literally farming for it just makes little sense. Really, why should you get EXP for tilling a bit of dirt? At least combat has some degree of risk.
One chants out between two worlds: "Fire - Walk with me."
Because that's the single laziest, undetailed suggestion ever?
But seriously...Seriously? Maybe if it spawned crab people.
Experience should not come without risk, period.
One chants out between two worlds: "Fire - Walk with me."
Seriously I don't understand why people take such an extreme position. An opinion is one thing, but saying there shall be no experience whatsoever for anything other than tasks you deem worthy, is a little odd.
To me the whole experience/enchantment system feels like a rather clunky add-on and the focus on killing is just embarrassingly old-school. I mean is this D&D? I'm sure Gary Gygax would approve. Role-playing games moved on 30 years ago guys!
I don't see why you shouldn't get experience for lots of activities. Encourage exploring, sure*, but why not reward other great achievements. I have someone on my server building Ankhor Wat. It involves a heap of planning, building and mining, which can be dangerous. Why shouldn't that be rewarded? Other people get rewarded for having experience grinders.
Really the only fair way would be to allow experience for all sorts of achievements or, since it only affects magic, maybe you should only gain it by using magic. I can't see how waving a sword around makes you better at spells.
* Perhaps with better rewards than a loaf of bread and a piece of string!
BTW: Random enchantments also seems plain demented. If you want to emphasize the difficulty, it would be easy to just have an enchantment occasionally go wrong.
I think the use of XP to enchant is the problem, has any other game done it this way? I can't remember any. It would be better if you could mine for gems like Skyrim uses.
Hey! Hey you! Yeah you with the face! NARF!!
Once, someone has said that this game has begun to become too much about fighting. So i think other ways to get xp makes sense. But maybe a 1/250 chance to get 1 Xp orb for every block you break. That might be balanced.
As opposed to punching out a Creeper with my bare hands in complete safety from atop a three block tower? I have done this. It works. It is more than possible to build a nice little mob-kill station that allows "fighting" and collection to be done in a totally risk free environment. or, if you like it better, players can do as I said before, and just use the wheat to breed pigs indoors so they can "fight" those for experience.
I understand that you are trying to defend the position that gains in experience should come with risk. However, in the first place they should not. They should come with effort. That aside, there is more risk in going underground for ore than there is in going to kill mobs. You have to go out to find the ore, going to where it is, and it doesn't come back once collected...meaning you have to continue to go further and further out, either putting more and more work into staying safe or taking greater and greater risk (and often doing both). When you go to kill mobs, though, you know that they will come to you, and can build defences and recovery stations in advance to give you so much advantage that it becomes as safe as that wheat tending that you're frowning on so much, and is considerably faster.
So, between two equally safe activities (because that is what we're really looking at), why should the quicker of the two carry the greater reward, let alone the only reward?
See, the problem with these suggestions are that it ignores a simple fact: Killing mobs is not more risky than other behaviors in Minecraft. You can find methods of making a spawner pump out a single guy every ten seconds, and have your health heal over and over again. You can fight mobs only during early morning light. It's not hard to find ways to make combat easy, because this is a creative game, which allows us to find cheesy ways of doing anything our little hearts desire.
This is a solution that requires prep-time, careful consideration, exploration of an area, and skill. How is it that this method should not be rewarded?
Manly Cupquake
I see what you're saying but you get so much more from mining then when you kill a mob, if they didn't have EXP. Iron alone has just about as many uses than all mob drops combined, if not more. Yes mining has it's risks. What are they? Mobs. They'll sneak up on you and try to push you off a ravine into lava. If you go mining on peaceful, what's the risk?
Because there is no risk. There is risk in combat. Risk of death and risk of losing all items and EXP if you cannot retrieve it in time.
As for mob farms, Mojang needs to change the way drops are handled. If the player does not personally harvest or kill, nothing should drop (whether crop or mob drop), including EXP. The exception being music discs, as they rely upon mobs killing other mobs.
One chants out between two worlds: "Fire - Walk with me."