Manually killing mobs and using exp potions is currently the only way to gain experience orbs.
What if things other than mobs gave experience?
Like say when you destroy wheat, melons, or pumpkins to obtain its drops it could also supply a small amount of exp.
I think that exp rewards other than just from fighting hostiles would be a great add to the game and would reward players for being productive in their individual worlds! Additionally this would free up restrictions on players that would much prefer to avoid monsters as much as possible, or players with other play methods in mind.
EXP could also be rarely obtained when mining certain materials.
Manually killing mobs and using exp potions is currently the only way to gain experience orbs.
What if things other than mobs gave experience?
Like say when you destroy wheat, melons, or pumpkins to obtain its drops it could also supply a small amount of exp.
I think that exp rewards other than just from fighting hostiles would be a great add to the game and would reward players for being productive in their individual worlds! Additionally this would free up restrictions on players that would much prefer to avoid monsters as much as possible, or players with other play methods in mind.
EXP could also be rarely obtained when mining certain materials.
I saw this idea once on GS. And I liked it. And I like yours. I wouldn't have experience gain from mining itself, though maybe some sort of unnatural artifact could grant it (like a small shrine that disappears upon use) which "grow" naturally in caves, or perhaps you could get experience for going to certain distances from the spawn. Having a tree successfully grow might give a small bit. Spending a whole night awake might give you experience. There's a lot of creative ways to make a game like this about something more than the fighting aspect. Especially considering the fact that it's Minecraft, and fighting kinda sucks anyways.
THEN AGAIN, for this to be a good idea, it requires more enchantments to be thought out that benefit a player who is not combative. Most of the abilities include damage effects towards monsters.
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.
I think they mean like a 20th of the bar for each thing harvested. Maybe they could add a magic system that requires exp to learn spells. They could add a mana bar that slowly regenerates and craftable mana potions. Spels could be mostly passive like quickness, light, etc.
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.
That's dumb. You're dumb.
Er, what I mean to say is, farming takes hardly any effort at all. True. But it does take some effort. And that effort should be rewarded. I think the whole point of this discussion is to ask the question: What is experience? I mean, you lose it when you die, use it when you enchant. That's pretty much all the bases right there. Usually experience is a quantitative summation of a person's aptitude to learn because of the events which go down in their life. A person kills a monster, and their muscles get stronger, and their mind gets more agile, and they learn weaknesses, and they feel more comfortable with a weapon. In short, they get better at doing things like killing monsters, or just become more mature in general.
But since Minecraft doesn't have any sort of skills system, and the points are used exclusively to enchant items, one has to wonder if this isn't some sort of absorbed life energy, or magical collection. Are you stealing souls? It doesn't matter much, but it matters enough when you consider how you manufacture it. Why does killing monster give you experience, and no other action? Is there a real reason, or is it just because it's easier to program this way?
I'm not fond of the experience system. I don't think it's cohesive to gameplay. I don't think random enchantments aide gameplay in any way, shape, or form. I think experience and enchantments should be more rounded to be able to make things that aide the constructive component of Minecraft, since the battle system sucks. I think that acknowledging other methods of accruing experience is a good thing to look into, and that you have no good reason to be stagnant about it.
Maybe they could add a magic system that requires exp to learn spells. They could add a mana bar that slowly regenerates and craftable mana potions. Spels could be mostly passive like quickness, light, etc.
Farming a zombie spawner takes hardly any effort either.
And I dunno about farming, but things like mining a rare ore (such as diamonds) could drop an orb or two. It's a heckuva lot harder to find a diamond than it is to kill a zombie or a chicken. And I guess there could be xp bottles in dungeon/mineshaft/stronghold chests as well to encourage people to actually explore those areas.
While I would certainly like to see some non-combat methods of xp gathering, you don't have to call him stupid. Calling the other person stupid makes viewers less likely to feel you are credible and worth listening to.
If I helped in any way, don't click that little green +, instead tell me how much you liked the post. (Only those who are incapable of earning rep the hard way have to beg for it in their signatures).
Farming a zombie spawner takes hardly any effort either.
And I dunno about farming, but things like mining a rare ore (such as diamonds) could drop an orb or two. It's a heckuva lot harder to find a diamond than it is to kill a zombie or a chicken. And I guess there could be xp bottles in dungeon/mineshaft/stronghold chests as well to encourage people to actually explore those areas.
I like the XP bottles in dungeon chest idea. I don't think mining diamonds should produce orbs (as diamonds provide a wealth of benefits already from their seeking out and mining), but maybe if there were otherwise useless gemstones which also dropped experience when mined, that would be cool.
While I would certainly like to see some non-combat methods of xp gathering, you don't have to call him stupid. Calling the other person stupid makes viewers less likely to feel you are credible and worth listening to.
I am quite aware of the adverse effects of ad hominem. However, this persons "suck it up" styled statement initialized this as something that they were unwilling to discuss, but willing to insert negative feedback in. Since the OP was not hostile in any way, this was inappropriate. So sayeth 8472.
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.
I'm sure quite enough people have jumped down your throat already over this. However, I still feel the need to add my criticism to theirs. Maybe if you see enough of it, you will realize just why what you said is so wrong.
Combat is easy. Not only that, but it's fast. Walk up to something, click a few times, reap rewards. But what about Creepers, you say? What about them? Hop up and place a block under you three times...you can literally punch a Creeper to death. Skeletons? Make use of cover, and food. Fighting things isn't the big deal people make it out to be. Oh, and passive mobs drop XP, by the way. Are you complaining about that?
Compare to farming. You have to find seeds, till soil, provide water, and keep the area safe so you can come back. It takes more work and more time than fighting...it's just safer.
Compare to digging ores. You have to search for some time. You have to prepare. You have to light your way, avoid pitfalls and lava and, yes, even mobs. Doesn't that seem like enough work to be rewarded? It's not even as though this suggestion is that such activities should be worth as much as "combat" experience.
As someone who has said for a long time that it seems unfair to make dedicated builders have to go play warrior if they want an improved tool, I agree with the idea of having more ways to get experience. As someone who plays with all aspects of Minecraft, I can say firsthand how much work goes into doing anything.
I'm sure quite enough people have jumped down your throat already over this. However, I still feel the need to add my criticism to theirs. Maybe if you see enough of it, you will realize just why what you said is so wrong.
Combat is easy. Not only that, but it's fast. Walk up to something, click a few times, reap rewards. But what about Creepers, you say? What about them? Hop up and place a block under you three times...you can literally punch a Creeper to death. Skeletons? Make use of cover, and food. Fighting things isn't the big deal people make it out to be. Oh, and passive mobs drop XP, by the way. Are you complaining about that?
Compare to farming. You have to find seeds, till soil, provide water, and keep the area safe so you can come back. It takes more work and more time than fighting...it's just safer.
Compare to digging ores. You have to search for some time. You have to prepare. You have to light your way, avoid pitfalls and lava and, yes, even mobs. Doesn't that seem like enough work to be rewarded? It's not even as though this suggestion is that such activities should be worth as much as "combat" experience.
As someone who has said for a long time that it seems unfair to make dedicated builders have to go play warrior if they want an improved tool, I agree with the idea of having more ways to get experience. As someone who plays with all aspects of Minecraft, I can say firsthand how much work goes into doing anything.
Thank you for being the vessel through which everything I want to say comes across with style and grace.
There is no risk to farming. Fighting mobs has it's risks, like getting blown up by creepers, shot by skeletons, humped by zombies, or ear raped by spiders. Hence why I think EXP should be limited to only mobs. You get enough out of farming and mining, such as food and ore for weapons/tools, which you pretty much need to play the game. Mob drops aren't as crucial to have as food and ores. Risking yourself to go fight some mobs earns you EXP, sitting in a fenced off area punching wheat doesn't.
There can't be alternate ways to get everything in the game. If someone doesn't like going to the nether, should there be a way to get Nether resources in the overworld? No. You have to go there, wanting to or not, and take your risks to get what you want. Same goes for EXP.
If EXP were obtainable by non-combat means, it should be considerably less and at a lower ratio. For example, if combat provided EXP for each kill, farming should provide a quarter (or half) of a kill's worth of EXP per 5-10 crops harvested. That will maintain combat as the dominant means to gain EXP (as it always has been in games) and maintain the way farming is meant to work (slower than hunting and combat but safer and more reliable). Mining should provide none.
But barring that implementation, I think you should just suck it up and go punch a zombie.
I've got an idea. Why not have a bunch of different types of xp. Fighting monsters lets you enchant weapons and armour. Mining blocks gives xp that would enchant picks and stuff. Farming would allw you enchant hoes or whatever.
I'm fairly sure the idea isnt unque. But it would work. Mining is easy, so why not have picks require a lot more experience to enchant. Farming could be done similaly. same with every other aspect of gameplay.
There is no risk to farming. Fighting mobs has it's risks, like getting blown up by creepers, shot by skeletons, humped by zombies, or ear raped by spiders. Hence why I think EXP should be limited to only mobs. You get enough out of farming and mining, such as food and ore for weapons/tools, which you pretty much need to play the game. Mob drops aren't as crucial to have as food and ores. Risking yourself to go fight some mobs earns you EXP, sitting in a fenced off area punching wheat doesn't.
There can't be alternate ways to get everything in the game. If someone doesn't like going to the nether, should there be a way to get Nether resources in the overworld? No. You have to go there, wanting to or not, and take your risks to get what you want. Same goes for EXP.
If EXP were obtainable by non-combat means, it should be considerably less and at a lower ratio. For example, if combat provided EXP for each kill, farming should provide a quarter (or half) of a kill's worth of EXP per 5-10 crops harvested. That will maintain combat as the dominant means to gain EXP (as it always has been in games) and maintain the way farming is meant to work (slower than hunting and combat but safer and more reliable). Mining should provide none.
But barring that implementation, I think you should just suck it up and go punch a zombie.
OR...
I grow some wheat. I make a house/pen around it all. I lead a few pigs/sheep/cows into the pen with the wheat. I breed the animals, and slaughter them now and then when I have enough new ones. Steady supply of experience and I never have to go outside...you know, like I would to go find seeds or dig ore?
There is no risk to farming. Fighting mobs has it's risks, like getting blown up by creepers, shot by skeletons, humped by zombies, or ear raped by spiders. Hence why I think EXP should be limited to only mobs. You get enough out of farming and mining, such as food and ore for weapons/tools, which you pretty much need to play the game. Mob drops aren't as crucial to have as food and ores. Risking yourself to go fight some mobs earns you EXP, sitting in a fenced off area punching wheat doesn't.
There can't be alternate ways to get everything in the game. If someone doesn't like going to the nether, should there be a way to get Nether resources in the overworld? No. You have to go there, wanting to or not, and take your risks to get what you want. Same goes for EXP.
If EXP were obtainable by non-combat means, it should be considerably less and at a lower ratio. For example, if combat provided EXP for each kill, farming should provide a quarter (or half) of a kill's worth of EXP per 5-10 crops harvested. That will maintain combat as the dominant means to gain EXP (as it always has been in games) and maintain the way farming is meant to work (slower than hunting and combat but safer and more reliable). Mining should provide none.
But barring that implementation, I think you should just suck it up and go punch a zombie.
Here's the problem with experience. Killing some skeletons, zombies, and endermen is like... one tiny portion of Minecraft. There are better ways to push players to go to dangerous areas, which might provide more creative solutions than "punching zombies in the face". Strongholds, The Nether, and The End each are places which should be exceptionally dangerous for players to go. Each of these places should also contain rewards which make players actually care about adventuring here.
I've said it time and again: Enchantment is dumb, because random enchantments don't build on the creative player experience. It's just a throwback to a really lame gameplay mechanic. And, if you're in a library with a tome, one would think that you'd be knowledgeable of what you were producing. If strongholds held specific books which allowed specific enchantment types, it would push players to go there. If the nether had something that enhanced the power of enchantments, that would add something. Basing everything on experience is silly. It turns Minecraft into another grindquest. That's the fundamental issue with just having everything be about killing mobs.
Experience orbs should be something that you're always getting. Bigger monsters should definitely give more experience. But that should be grounded in a steady supply from smaller tasks. There is absolutely no reason to be so against things like wheat growing being used for experience. Similarly, there should be experience gains for doing things like defeating spawnpoints.
What about the new Bottles of enchanting, they are already done and all they would need too do is add it too random chest loot.
It does seem like a fairly simple addition. And sensical: For how rare those chest are, how annoying is it that they still give out, what, some gold and a couple pieces of bread?
Here's the problem with experience. Killing some skeletons, zombies, and endermen is like... one tiny portion of Minecraft. There are better ways to push players to go to dangerous areas, which might provide more creative solutions than "punching zombies in the face". Strongholds, The Nether, and The End each are places which should be exceptionally dangerous for players to go. Each of these places should also contain rewards which make players actually care about adventuring here.
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 if things other than mobs gave experience?
Like say when you destroy wheat, melons, or pumpkins to obtain its drops it could also supply a small amount of exp.
I think that exp rewards other than just from fighting hostiles would be a great add to the game and would reward players for being productive in their individual worlds! Additionally this would free up restrictions on players that would much prefer to avoid monsters as much as possible, or players with other play methods in mind.
EXP could also be rarely obtained when mining certain materials.
I support.
I saw this idea once on GS. And I liked it. And I like yours. I wouldn't have experience gain from mining itself, though maybe some sort of unnatural artifact could grant it (like a small shrine that disappears upon use) which "grow" naturally in caves, or perhaps you could get experience for going to certain distances from the spawn. Having a tree successfully grow might give a small bit. Spending a whole night awake might give you experience. There's a lot of creative ways to make a game like this about something more than the fighting aspect. Especially considering the fact that it's Minecraft, and fighting kinda sucks anyways.
THEN AGAIN, for this to be a good idea, it requires more enchantments to be thought out that benefit a player who is not combative. Most of the abilities include damage effects towards monsters.
Manly Cupquake
http://lowcraft.net/
That's dumb. You're dumb.
Er, what I mean to say is, farming takes hardly any effort at all. True. But it does take some effort. And that effort should be rewarded. I think the whole point of this discussion is to ask the question: What is experience? I mean, you lose it when you die, use it when you enchant. That's pretty much all the bases right there. Usually experience is a quantitative summation of a person's aptitude to learn because of the events which go down in their life. A person kills a monster, and their muscles get stronger, and their mind gets more agile, and they learn weaknesses, and they feel more comfortable with a weapon. In short, they get better at doing things like killing monsters, or just become more mature in general.
But since Minecraft doesn't have any sort of skills system, and the points are used exclusively to enchant items, one has to wonder if this isn't some sort of absorbed life energy, or magical collection. Are you stealing souls? It doesn't matter much, but it matters enough when you consider how you manufacture it. Why does killing monster give you experience, and no other action? Is there a real reason, or is it just because it's easier to program this way?
I'm not fond of the experience system. I don't think it's cohesive to gameplay. I don't think random enchantments aide gameplay in any way, shape, or form. I think experience and enchantments should be more rounded to be able to make things that aide the constructive component of Minecraft, since the battle system sucks. I think that acknowledging other methods of accruing experience is a good thing to look into, and that you have no good reason to be stagnant about it.
tl;dr: That's dumb, you're dumb. Shut up.
Yup.
Nope.
Manly Cupquake
Farming a zombie spawner takes hardly any effort either.
And I dunno about farming, but things like mining a rare ore (such as diamonds) could drop an orb or two. It's a heckuva lot harder to find a diamond than it is to kill a zombie or a chicken. And I guess there could be xp bottles in dungeon/mineshaft/stronghold chests as well to encourage people to actually explore those areas.
While I would certainly like to see some non-combat methods of xp gathering, you don't have to call him stupid. Calling the other person stupid makes viewers less likely to feel you are credible and worth listening to.
If I helped in any way, don't click that little green +, instead tell me how much you liked the post. (Only those who are incapable of earning rep the hard way have to beg for it in their signatures).
I like the XP bottles in dungeon chest idea. I don't think mining diamonds should produce orbs (as diamonds provide a wealth of benefits already from their seeking out and mining), but maybe if there were otherwise useless gemstones which also dropped experience when mined, that would be cool.
I am quite aware of the adverse effects of ad hominem. However, this persons "suck it up" styled statement initialized this as something that they were unwilling to discuss, but willing to insert negative feedback in. Since the OP was not hostile in any way, this was inappropriate. So sayeth 8472.
Manly Cupquake
I'm sure quite enough people have jumped down your throat already over this. However, I still feel the need to add my criticism to theirs. Maybe if you see enough of it, you will realize just why what you said is so wrong.
Combat is easy. Not only that, but it's fast. Walk up to something, click a few times, reap rewards. But what about Creepers, you say? What about them? Hop up and place a block under you three times...you can literally punch a Creeper to death. Skeletons? Make use of cover, and food. Fighting things isn't the big deal people make it out to be. Oh, and passive mobs drop XP, by the way. Are you complaining about that?
Compare to farming. You have to find seeds, till soil, provide water, and keep the area safe so you can come back. It takes more work and more time than fighting...it's just safer.
Compare to digging ores. You have to search for some time. You have to prepare. You have to light your way, avoid pitfalls and lava and, yes, even mobs. Doesn't that seem like enough work to be rewarded? It's not even as though this suggestion is that such activities should be worth as much as "combat" experience.
As someone who has said for a long time that it seems unfair to make dedicated builders have to go play warrior if they want an improved tool, I agree with the idea of having more ways to get experience. As someone who plays with all aspects of Minecraft, I can say firsthand how much work goes into doing anything.
Thank you for being the vessel through which everything I want to say comes across with style and grace.
Manly Cupquake
If you put yourself too a more peaceful mindset, get a clear head, and insult people in very complicatrd ways, you too could sound like this.
There can't be alternate ways to get everything in the game. If someone doesn't like going to the nether, should there be a way to get Nether resources in the overworld? No. You have to go there, wanting to or not, and take your risks to get what you want. Same goes for EXP.
But barring that implementation, I think you should just suck it up and go punch a zombie.
One chants out between two worlds: "Fire - Walk with me."
I'm fairly sure the idea isnt unque. But it would work. Mining is easy, so why not have picks require a lot more experience to enchant. Farming could be done similaly. same with every other aspect of gameplay.
OR...
I grow some wheat. I make a house/pen around it all. I lead a few pigs/sheep/cows into the pen with the wheat. I breed the animals, and slaughter them now and then when I have enough new ones. Steady supply of experience and I never have to go outside...you know, like I would to go find seeds or dig ore?
Problem?
Here's the problem with experience. Killing some skeletons, zombies, and endermen is like... one tiny portion of Minecraft. There are better ways to push players to go to dangerous areas, which might provide more creative solutions than "punching zombies in the face". Strongholds, The Nether, and The End each are places which should be exceptionally dangerous for players to go. Each of these places should also contain rewards which make players actually care about adventuring here.
I've said it time and again: Enchantment is dumb, because random enchantments don't build on the creative player experience. It's just a throwback to a really lame gameplay mechanic. And, if you're in a library with a tome, one would think that you'd be knowledgeable of what you were producing. If strongholds held specific books which allowed specific enchantment types, it would push players to go there. If the nether had something that enhanced the power of enchantments, that would add something. Basing everything on experience is silly. It turns Minecraft into another grindquest. That's the fundamental issue with just having everything be about killing mobs.
Experience orbs should be something that you're always getting. Bigger monsters should definitely give more experience. But that should be grounded in a steady supply from smaller tasks. There is absolutely no reason to be so against things like wheat growing being used for experience. Similarly, there should be experience gains for doing things like defeating spawnpoints.
Manly Cupquake
This gives emphasis to finding blacksmiths in towns, abandoned mineshafts, etc.
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What about the new Bottles of enchanting, they are already done and all they would need too do is add it too random chest loot.
It does seem like a fairly simple addition. And sensical: For how rare those chest are, how annoying is it that they still give out, what, some gold and a couple pieces of bread?
Manly Cupquake
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.
If you mean spawners in dungeons, you are already getting the EXP from killing the mobs and you get loot in the chests.
Are you telling me there is no reason to have an opinion?