In the newest snapshot the experience requirement is going back to being exponential. The constant exp per level of the previous snapshot meant that you wouldn't pay more exp for the same enchant just because you were at a higher level. Now things have taken a step back and that issue occurs once again.
What I think should be done is that either the system should go back to being constant (with an appropriately balanced exp requirement) or the enchantment table should spend exp instead of levels. I personally think the constant method gives more manageable numbers to be displayed in the enchanting table and is better.
The experience spending method does allow for an increase in difficulty for higher levels, but this can be matched by the constant method by spacing out the levels required instead. For instance, possible enchant costs become ...20, 21, 22, 24, 26, 30, 34, 40, 46, ... with the levels between never showing up as costs (kind of a strange curve, but it's just an example.) Another alternative is to have those in-between costs exist but the stronger enchant effects never show up until you've passed one of those key numbers.
What are your opinions on the matter?
Addendum:
A flat 50 experience per level sounds like a good idea. This actually makes it harder to get to level 30 than the current system (almost twice as much exp required,) but the exp spent per level remains constant and doesn't penalize you for holding onto your exp.
The max level for enchantments could probably go back up to 50, as the change to 30 was kind of silly and unneccessary with the exp per level already modified.
i dont see a problem with the new system as it is now. in the last snapshot, it was far too easy to gain levels, and in this one there's a bit more of a challenge to getting high ones. it wont take nearly as much as when the enchanting was at lv50, but it will still be a while and you cant just get it after a day of mining and a night of fighting.
Personally I liked the linear xp system the best, however I agree that it needed to be much harder to get levels. So I am gald for the increase in difficulty.
When you are spending xp it makes the most sense to have a linear system. That way you don't waste experience if you don't spend the the max amount of xp you have.
i dont see a problem with the new system as it is now. in the last snapshot, it was far too easy to gain levels, and in this one there's a bit more of a challenge to getting high ones. it wont take nearly as much as when the enchanting was at lv50, but it will still be a while and you cant just get it after a day of mining and a night of fighting.
That's not the point. The point is you pay more for a level 1 enchant at level 30 than you do back at level 1. We can fix this and still have proper difficulty.
Personally I liked the linear xp system the best, however I agree that it needed to be much harder to get levels. So I am gald for the increase in difficulty.
When you are spending xp it makes the most sense to have a linear system. That way you don't waste experience if you don't spend the the max amount of xp you have.
And that's not the point either. You're not spending experience, you're spending levels.
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Linear levelling with a reasonable amount of XP required per level and an increase in the level cap is IMO the most sensible way to balance the enchanting system.
What I would like to see in 12w24a is the level cap increased to 50 and the XP per level increased to somewhere between 30-50. That would make the enchanting system accessible early game while still making getting to the higher levels something of a challenge.
And that's not the point either. You're not spending experience, you're spending levels.
I suppose the simplest thing would be to subtract exp equal to the exp required to reach the enchantment's level. You'd be left with more levels than you'd expect, but it would work.
Linear levelling with a reasonable amount of XP required per level and an increase in the level cap is IMO the most sensible way to balance the enchanting system.
What I would like to see in 12w24a is the level cap increased to 50 and the XP per level increased to somewhere between 30-50. That would make the enchanting system accessible early game while still making getting to the higher levels something of a challenge.
50 exp per level sounds reasonable (that's about ten standard hostiles.) It makes it actually harder than it is currently, but it's fair. Once you get the materials to build an enchanting bench you'll probably have several levels to spend.
As it said in the notes, it is "slightly" more exponential. It isn't linear, but it still is easier than before.
It's still pretty wasteful. A level 1 enchant costs 42 more exp at level 30 (59 exp instead of 17 exp.) You can hold more than 30 levels, I think, so it gets exponentially worse after that.
I say cap it at level 30, and make it exponential growth. That way it is easy to get basic enchantments, but would still require effort to get a maxed out level 30 enchantment.
I love that mining/smelting gives xp now.
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I use the FTB modpack, because it's fun, and extremely convenient.
A linear XP system makes sense ONLY because the enchanting system is also linear.
If they want an exponential xp level system, the enchanting system should be exponential as well.
Throw out levels altogether and let us just spend raw XP points. Barring that, linear levels. Linear spending only makes sense with linear earning. Make the levels hard to increment if you insist, but I abhor the idea of wasting XP just because I don't feel like spending it immediately.
At this point, it almost seems like an exponential system IS important for higher level enchantments, but it doesn't make sense the way the levels currently work because of the inefficiency of lower enchantments at higher levels. I think the best way to go is linear leveling with either greater exp per level, or linear leveling with more levels and an exponential increase in demand for levels (better enchantments require exponentially larger amounts of levels).
I don't care what method they use, they need to make it harder to level. Pretty much a medium between what it was and what it is. The old system took nearly a day to get a good enchant on one thing with regular run-killing leveling and this system hands out exp for breathing.
I dont understand why they put exp on coal ore, is the most common ore... I reach level 60 so F easy is not even fun anymore, but... whatever I dont care anymore...
I dont understand why they put exp on coal ore, is the most common ore... I reach level 60 so F easy is not even fun anymore, but... whatever I dont care anymore...
It's kind of a good thing for encouraging the use of coal over charcoal. Coal just needs to give way less than the rarer ores.
I detest the experience curve. I want to beat it over the head with a brick, douse it with hot sauce and leave it naked by the side of the road in a desert. Haaaaaaaaaaaaaaaaaaaaate.
Ugh. Flat 50 would be infinitely better. I wonder if someone will make a mod that does that. :<
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What I think should be done is that either the system should go back to being constant (with an appropriately balanced exp requirement) or the enchantment table should spend exp instead of levels. I personally think the constant method gives more manageable numbers to be displayed in the enchanting table and is better.
The experience spending method does allow for an increase in difficulty for higher levels, but this can be matched by the constant method by spacing out the levels required instead. For instance, possible enchant costs become ...20, 21, 22, 24, 26, 30, 34, 40, 46, ... with the levels between never showing up as costs (kind of a strange curve, but it's just an example.) Another alternative is to have those in-between costs exist but the stronger enchant effects never show up until you've passed one of those key numbers.
What are your opinions on the matter?
Addendum:
A flat 50 experience per level sounds like a good idea. This actually makes it harder to get to level 30 than the current system (almost twice as much exp required,) but the exp spent per level remains constant and doesn't penalize you for holding onto your exp.
The max level for enchantments could probably go back up to 50, as the change to 30 was kind of silly and unneccessary with the exp per level already modified.
Mostly moved on. May check back a few times a year.
When you are spending xp it makes the most sense to have a linear system. That way you don't waste experience if you don't spend the the max amount of xp you have.
Which is great! I dig, it's not that difficult to get to 30, before it was too easy.
That's not the point. The point is you pay more for a level 1 enchant at level 30 than you do back at level 1. We can fix this and still have proper difficulty.
Exactly.
Mostly moved on. May check back a few times a year.
oh. well, it does still need a bit of tweaking, then.
What I would like to see in 12w24a is the level cap increased to 50 and the XP per level increased to somewhere between 30-50. That would make the enchanting system accessible early game while still making getting to the higher levels something of a challenge.
50 exp per level sounds reasonable (that's about ten standard hostiles.) It makes it actually harder than it is currently, but it's fair. Once you get the materials to build an enchanting bench you'll probably have several levels to spend.
No it wouldn't. Having fixed exp per level says nothing about the difficulty. If it were a flat 1,000 exp per level it would in fact be way too hard.
It's still pretty wasteful. A level 1 enchant costs 42 more exp at level 30 (59 exp instead of 17 exp.) You can hold more than 30 levels, I think, so it gets exponentially worse after that.
Mostly moved on. May check back a few times a year.
I love that mining/smelting gives xp now.
If they want an exponential xp level system, the enchanting system should be exponential as well.
Linear, as long as they raise the xp per level quite a bit.
It's kind of a good thing for encouraging the use of coal over charcoal. Coal just needs to give way less than the rarer ores.
Mostly moved on. May check back a few times a year.
Ugh. Flat 50 would be infinitely better. I wonder if someone will make a mod that does that. :<
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