D_Cooper, on 02 March 2012 - 02:06 AM, said:
Ores and crops are incentives to mine and farm, received for engaging in the incentivized tasks. A.k.a. rewards.
There is an actual risk of being killed when one fights.
See, you're adding apples with oranges, and getting the answer pineapples.
You're ignoring what I'm saying, either because you don't get it (which is fine), or because you're not listening (which is less fine). If I mine, I get ore. If I farm I get food. If I hunt, I get drops. There's no rewards here. No incentives beyond cause and effect. You get stone because that's the thing you mined. That's not an incentive unless you went out of your way to mine that stone, in which the incentive was INHERENT.
Incentives are abstractions above and beyond what is a logical transformation. Just because "you like what happens when you do something" doesn't make it a reward or incentive. Example: If you got rid of the experience system, would you still expect ores to drop from ore blocks? Yes. Would you still expect drops from mobs? Yes. The experience system incentivizes combat. That is what it does. This is what these words mean. Trying to define them in a way that supports your answer is not making your answer more correct, because these words have actual meanings.
Again, your risk thing is not suggestive of actual conscious thought. Risk =/= experience. That's an arbitrary connection, which you're validating with "because I said so".
D_Cooper, on 02 March 2012 - 02:06 AM, said:
But I understand your position. You're saying Mojang should definitely add a new feature that gives me crops for mining because I dislike farming but still want the rewards,
I need to quote this seperately to accurately dissect this. This statement is so absurd that I need anyone who looks at this comment to realize this specific explaination as a reason, if anything, why your opinion on this matter is invalid.
Three previously describes cause/effect systems: farming = crops, mining = ore, hunting = drops
One previously described reward system: hunting = experience
(a system which you unreasonably assert is due to some arbitrary "risk" dimension)
Proposed solution:
Cause/effect: farming = crops, mining = ore, hunting = drops
Reward: farming = very small amounts of experience, mining = some experience, hunting = more experience
Your statement about the solution:
Cause/effect farming = crops, mining = ore, hunting = drops
Reward: mining = crops