Please comment if you think this is interesting at all!
So I was playing minecraft, and I thought: "What do other games have, that this game doesn't (besides dragons :tongue.gif:)
Then I figured it out:
Levels
As in Exp, player levels, stat increases, etc.
Not exactly sure how exp would be gained (maybe each day you survive = 1 exp, or equivalent.)
Levels would increase in exp needed each level like every other game that uses level up.
The process of leveling would give you one skill point and/or stat point, to increase a certain stat/skill, let's just say, by about 5% (to keep this balanced.)
These stats would be things like:
Armor-Man (i.e. 1 stat point = 0.5 Armor points)
Fast-Miner (1 sp = 5% speed increase when mining)
Snow-Shoveler ( 1 sp = 5% speed increase when shoveling)
Wood-Cutter (1 sp = 6% speed increase when chopping wood)
Speed-Walker (1 sp = 8% speed increase when walking)
Chef (1 sp = 10% more health gain when eating food)
SKILLS
Skills could also be acquired throughout the game. Skill points would only be gained 1 every 4 level-ups, to keep gameplay fair. Skills would also have levels: i.e. Diamond-Digger Lvl1 = 1% chance; Lvl2 would yeild 2% chance.
Some rough ideas would be:
Diamond-Digger (1% chance that a different ore would give 1 diamond instead of said ore.)
Kowabunga (10% less fall-damage)
Black-Smith (5% chance that 1 ore becomes 2 ingots after being smelted.)
Weapons-Master (7.5% chance you would deal x2 [critical hit] damage to any mobs)
Ranger (10% chance of dealing x2.5 damage to a mob)
Mob-Farmer (10% chance that any mob will drop x2 loot)
These are just some random ideas I threw together. Please, PLEASE, if you have any ideas/comments/concerns/opinions, please post right now!
Not a huge fan of a level system for Minecraft, but if MC was to have a level system, i would rather it be more akin to the Morrowind games,
i.e.
if you shovel some number of gravel blocks, the time it takes to shovel gravel is reduced by some minuscule amount (but many levels of this (thinking 100+ levels with an end % change of about 10%)
if you spend a lot of time in the dark (< 8 light level) you start to emit light
if you spend time running above ground, you can run faster
if you spend time falling a lot, you can survive further falls
if you kill mobs with weapons, deal more damage, or more mobs spawn, get more hearts, etc...
this leads to a more progressive leveling system which seems to fit more with this style of game then a level based which can be more methodical, plus it doesn't award you for doing unrelated tasks
Not a huge fan of a level system for Minecraft, but if MC was to have a level system, i would rather it be more akin to the Morrowind games,
i.e.
if you shovel some number of gravel blocks, the time it takes to shovel gravel is reduced by some minuscule amount (but many levels of this (thinking 100+ levels with an end % change of about 10%)
if you spend a lot of time in the dark (< 8 light level) you start to emit light
if you spend time running above ground, you can run faster
if you spend time falling a lot, you can survive further falls
if you kill mobs with weapons, deal more damage, or more mobs spawn, get more hearts, etc...
this leads to a more progressive leveling system which seems to fit more with this style of game then a level based which can be more methodical, plus it doesn't award you for doing unrelated tasks
but still, i'd rather not have a leveling system
I sort of like this idea, but I think I would like it to be more of an RPG style leveling.
I don't understand why people would be against this, it really only adds to minecraft and you don't have to use it.
But that's just my opinion.
I would love to have something like this. It would give minecraft a few more goals other then exploration and imagination flexing.
I've played a lot of minecraft and lately its felt like I'm getting nowhere even when I'm working on a project.
I guess I'm just use to playing other games that have objectives that give everything you do a sense of purpose.
I'd like it to have some Fallout elements with perks and stats, where if you choose something like "Chest Carrier" or something, your space is 150% of what it originally was, or "Strong Arm" deals 50% more damage and mines 50% faster or something. Mining, smelting, crafting, or fighting will add xp, and you would need a certain skill level of mining to mine something with any tool, with diamond tools being the only thing that breaks anything at any level (with rewards) and fighting skill levels will help you do more damage, and shoot arrows further. Crafting would yield a certain amount of anything with 1 being the least, but wood, being the starting material will always yield 4, until you reach 50 skill, then it will gain 2 per 10 levels, and you will get 2 pickaxes after level 75 instead of just 1.
So I was playing minecraft, and I thought: "What do other games have, that this game doesn't (besides dragons :tongue.gif:)
Then I figured it out:
Levels
As in Exp, player levels, stat increases, etc.
Not exactly sure how exp would be gained (maybe each day you survive = 1 exp, or equivalent.)
Levels would increase in exp needed each level like every other game that uses level up.
The process of leveling would give you one skill point and/or stat point, to increase a certain stat/skill, let's just say, by about 5% (to keep this balanced.)
These stats would be things like:
Armor-Man (i.e. 1 stat point = 0.5 Armor points)
Fast-Miner (1 sp = 5% speed increase when mining)
Snow-Shoveler ( 1 sp = 5% speed increase when shoveling)
Wood-Cutter (1 sp = 6% speed increase when chopping wood)
Speed-Walker (1 sp = 8% speed increase when walking)
Chef (1 sp = 10% more health gain when eating food)
SKILLS
Skills could also be acquired throughout the game. Skill points would only be gained 1 every 4 level-ups, to keep gameplay fair. Skills would also have levels: i.e. Diamond-Digger Lvl1 = 1% chance; Lvl2 would yeild 2% chance.
Some rough ideas would be:
Diamond-Digger (1% chance that a different ore would give 1 diamond instead of said ore.)
Kowabunga (10% less fall-damage)
Black-Smith (5% chance that 1 ore becomes 2 ingots after being smelted.)
Weapons-Master (7.5% chance you would deal x2 [critical hit] damage to any mobs)
Ranger (10% chance of dealing x2.5 damage to a mob)
Mob-Farmer (10% chance that any mob will drop x2 loot)
These are just some random ideas I threw together. Please, PLEASE, if you have any ideas/comments/concerns/opinions, please post right now!
i.e.
if you shovel some number of gravel blocks, the time it takes to shovel gravel is reduced by some minuscule amount (but many levels of this (thinking 100+ levels with an end % change of about 10%)
if you spend a lot of time in the dark (< 8 light level) you start to emit light
if you spend time running above ground, you can run faster
if you spend time falling a lot, you can survive further falls
if you kill mobs with weapons, deal more damage, or more mobs spawn, get more hearts, etc...
this leads to a more progressive leveling system which seems to fit more with this style of game then a level based which can be more methodical, plus it doesn't award you for doing unrelated tasks
but still, i'd rather not have a leveling system
As for the idea, its the same level up RPG kinda thing that doesn't fit the world of minecraft at all...
I sort of like this idea, but I think I would like it to be more of an RPG style leveling.
But that's just my opinion.
I would love to have something like this. It would give minecraft a few more goals other then exploration and imagination flexing.
I've played a lot of minecraft and lately its felt like I'm getting nowhere even when I'm working on a project.
I guess I'm just use to playing other games that have objectives that give everything you do a sense of purpose.
tl;dr: Falloutcraft