Of course you would need all the wheat to get them to breed and whatnot but if you have a couple of animals and a sufficient wheat farm then I don't see why a manual experience farm isn't possible. I'm not saying this is a bad thing or a good thing and I'm not even suggesting anything- I'm just pointing out that it's possible right now.
Grow wheat. Breed animals. Kill animals. Get experience. Repeat.
That would be good. As you get "score" for xp and you don't gain xp for every grown wheat you manufacture. But in turn using it to make more animals to farm is then converted into xp. Now passive animals should be worth less then any aggressive mob. Yet I don't see the harm in it as it takes time and effort to build then maintain.
And removing xp from passive mobs would hurt the nomads who don't live in one spot.
Yet we still don't know the full effects of xp beyond score still so its still a bit early to cry balance.
I'm pretty sure notch has hinted on adding an 'extra step' to breeding. The extra step would probably be the horrible uncreative idea of making all animals come from eggs, or he could go in the cuter more creative direction and add baby animals. By adding in that step, it's making it less of a way to collect infinite experience. And besides, this is a PRE release, anything can change at anytime, none of this is actually in the game yet. He's just releasing these so we can test it for him.
Eggs are clearly more creative than baby animals.
Dungeon spawners require effort, rather than wheat.
(Although, growing wheat does require some effort.)
I won't judge until experience becomes useful for more than your score.
Eggs are clearly more creative than baby animals.
Dungeon spawners require effort, rather than wheat.
(Although, growing wheat does require some effort.)
I won't judge until experience becomes useful for more than your score.
Dungeon spawner requires the effort of digging a few blocks to make a floor level 'window'. Stand in window. Swing sword. Take no damage. Profit.
Grinder takes effort, yes, but a grinder is for items, not experience.
Dungeon spawner requires the effort of digging a few blocks to make a floor level 'window'. Stand in window. Swing sword. Take no damage. Profit.
Assuming that there was, for some reason, a wall around the entire dungeon that you could just "dig a few blocks" through... Then yes, this might work. But I have never seen a dungeon like that. All of the dungeons I find, are completely open to the caverns arond them. Meaning, a huge cavern filled with skeletons and/or spiders (why can't I just find a zombie dungeon!?).
Assuming that there was, for some reason, a wall around the entire dungeon that you could just "dig a few blocks" through... Then yes, this might work. But I have never seen a dungeon like that. All of the dungeons I find, are completely open to the caverns arond them. Meaning, a huge cavern filled with skeletons and/or spiders (why can't I just find a zombie dungeon!?).
Making it walled in is fairly trivial. Getting two wheat probably takes longer.
Grow wheat. Breed animals. Kill animals. Get experience. Repeat.
I disagree. There will be "baby animals" which I can without a doubt say they wont give you any anything for killing them (unless Notch is sick in the mind). So the real process will be...
Grow Wheat, breed animals, Wait for baby animals to grow, kill animals, get experience. Spawners are a bigger problem than this...
How would that unbalance it? You only get exp for killing naturally spawned mobs. I don't think you should even get exp from passive mobs to begin with but being able to get it over and over again is just insane.
I'm pretty sure notch has hinted on adding an 'extra step' to breeding. The extra step would probably be the horrible uncreative idea of making all animals come from eggs, or he could go in the cuter more creative direction and add baby animals. By adding in that step, it's making it less of a way to collect infinite experience. And besides, this is a PRE release, anything can change at anytime, none of this is actually in the game yet. He's just releasing these so we can test it for him.
What if he added baby animals hatching from eggs?
I don't see how an animal being live born a baby is any less creative than cows laying eggs
No problems here with it. Although I'm certain breeding is going to get more complicated. I do think they should be worth less XP though.
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Of course you would need all the wheat to get them to breed and whatnot but if you have a couple of animals and a sufficient wheat farm then I don't see why a manual experience farm isn't possible. I'm not saying this is a bad thing or a good thing and I'm not even suggesting anything- I'm just pointing out that it's possible right now.
Grow wheat. Breed animals. Kill animals. Get experience. Repeat.
And removing xp from passive mobs would hurt the nomads who don't live in one spot.
Yet we still don't know the full effects of xp beyond score still so its still a bit early to cry balance.
Breeding will likely be fixed though, as said.
Eggs are clearly more creative than baby animals.
Dungeon spawners require effort, rather than wheat.
(Although, growing wheat does require some effort.)
I won't judge until experience becomes useful for more than your score.
Dungeon spawner requires the effort of digging a few blocks to make a floor level 'window'. Stand in window. Swing sword. Take no damage. Profit.
Grinder takes effort, yes, but a grinder is for items, not experience.
Assuming that there was, for some reason, a wall around the entire dungeon that you could just "dig a few blocks" through... Then yes, this might work. But I have never seen a dungeon like that. All of the dungeons I find, are completely open to the caverns arond them. Meaning, a huge cavern filled with skeletons and/or spiders (why can't I just find a zombie dungeon!?).
Making it walled in is fairly trivial. Getting two wheat probably takes longer.
agreed.
I see no problem with this.
I disagree. There will be "baby animals" which I can without a doubt say they wont give you any anything for killing them (unless Notch is sick in the mind). So the real process will be...
Grow Wheat, breed animals, Wait for baby animals to grow, kill animals, get experience. Spawners are a bigger problem than this...
Seriously; you can either be a hunter or a herder and either is a valid playstyle. This is great, IMO.
if(bred) return 0;
else return mob.exp;
I imagine that would fix it.
If by 'fix' you mean 'unbalance.'
How would that unbalance it? You only get exp for killing naturally spawned mobs. I don't think you should even get exp from passive mobs to begin with but being able to get it over and over again is just insane.
What if he added baby animals hatching from eggs?
I don't see how an animal being live born a baby is any less creative than cows laying eggs
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Isn't that just as 'unbalanced' as the infinite farm idea?
It's not broken, dudes. Don't get your panties in a wad over it.