While I think it might need some toning down, it definitely should never go back to how ridiculous it was before. What people seem to usually fail to realise is that an enchanted item still has durability and won't last forever. Sure, unbreaking helps but it still doesn't last forever. After a good mining trip, I think I deserve at least level 60. Two max enchants for a few hours of work seems fair to me, as those items will eventually break and Ill need more xp.
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I think at 70% of the rate it was before would be nice. Leveling to 30 would always take a good while running around in a desert, so I think a slight change and the fact that the enchant limit is 30 now would be nice. I think since they lowered it, there still needs to be a curve.
It feels as though every update the game gets easier, the only real difficulty changes were better pathing AI, smp offset, and smarter enderman. Even though those make a slight difference, there's a lot more room to make it sufficiently challenging for those of us who play me-against-the-world.
They definetly need to work on the xp drops from ores and smelting.
From my testing:
Ore XP drops:
Coal 1-5 orbs
Iron None, but from smelting yes.
Gold same
Diamond 1-5 orbs
Emerald 1-7 orbs
Redstone 1 orb
Lapis 1 orb
I cant say how much your get from smelting, but it needs to be reduced alot, and made for only charcoal, iron, and gold, rather than any smelting process such as food. And coal needs to be reduced to one orb only at all times.
I agree with you that ore experience needs to be nerfed.
However, I believe that you are wrong on the Ender Dragon.
Think... You can only kill him once, and he is very hard to kill. Not to mention the amount of time you put into getting the Eyes of Ender, finding the nether stronghold and then facing those aggravating blazes and then hunting down enough Endermen to get the required Ender Pearls. Then gearing up for the encounter and then locating and fighting your way through the stronghold. I'd say one thousand levels is a suitable reward for such a feat. From your screenshot, it appears that you killed him in Creative, so I assume that you wouldn't know this.
Think... You can only kill him once, and he is very hard to kill. Not to mention the amount of time you put into getting the Eyes of Ender, gearing up for the encounter and then locating and fighting your way through the stronghold. I'd say one thousand levels is a suitable reward for such a feat. From your screenshot, it appears that you killed him in Creative, so I assume that you wouldn't know this.
Omg, I almost fell out of my chair.
#1 After you hit him once, he doesn't damage you anymore
#2 He comes at you, so you can hit him with a sword
#3 Your sword doesn't lose endurance by hitting it
So technically you can come in naked, punch it in the face, snipe the towers, then proceed to punch it to death in the face.
I think it's high time people realize that the game in general is just too easy. People just find ways to make the game easier that even a dead brained monkey can play the game and be highly recognized as much as Ethos or Coe.
I think the game should just stick with people staying in creativity and building stuff. That was the main objective of the game anyways.
An alternative perspective is that the relative difficulty of obtaining experience encouraged people to be inventive and build mob traps. Now, you could argue that mob traps are an abomination, cheat etc - but I believe it's a form of farming for experience. If experience is so easy to come by otherwise, there is no need for this.
I think something is lost in this change. Enchanted tools needed to be special and looked after. I have *never* gotten silk touch pickaxe yet, but I aspired to. If you can get max level just by digging a hole down to lava level, well, everyone will be sporting enchanted everything. If everyone is "special" then none of you are!!
My suggestion is to seriously neft the mining/smelting experience, and to keep the non-linear cost of leveling up. I like the ideas above of more experience for rarer ores. I got nothing from diamond but three from coal - that's not right.
If they get this right, one side effect is that I might actually mine redstone when I already have a few stacks - just to get the XP. Now I just walk on past.
I totally agree, but I think the XP drops should stay as they were before instead of something in between. The new amounts of drops make high level enchantments less exciting which makes them worthless the enchanting system senseless to me :/
While I LOVE that they added XP for Smelting and Mining, and am even more impressed that they offer a level 30 on EVERY cycle if you have the bookcases to support it, XP/Enchanting is far from balanced in the snapshot. I really think they should keep the current XP rates, but change the leveling curve back to how it was. Wasn't that hard to get to 30 before, with all the new options to gain XP it will be even easier, but a little more challenging then what it is now. Love the new additions, but really nice tools should still feel special.
On a side-note has anyone else noticed that an Enchanting Table without any bookcases will now enchant quite a bit higher then 5? Highest I saw was 12 with just the table. Not sure if it's a bug or an attempt to balance how much more work it takes to get the bookcases.
Yes, you only need 15 bookcases (instead of 30) to get the maximum enchantment level of 30 too. To be honest, with the increased book price (the leather) this levels out quite a bit. Still, the actual xp getting feels a little overpowered right now, but I wouldn't change it too much, and definately not to 1/20th of the current gain like one of the posters suggested, that would be way to little. I find that the new system really makes mining more fun and rewarding. I don't need 5 levels per coal vein, but at least 1 level would be nice
1 level per coal vien is still a tad too much. I'd say 1/6th or so.
Think about it. Just 5 minutes of exploring will find you about 4 - 7 - More coal viens... that'd be a lot of levels. Especially the size.
The other ores though, are worth 1 level. Ex, 1 level for a lapis vien, and 3 for a diamond vien.
They shouldn't all drop the same amount of XP. But otherwise, I agree with everything you said.
i dont get it.....why making new ways to obtain exp if the max level of enchanting is reduced so low?
i think mining exp is a nice idea but the exp you get from a simple mine trip is insane, makes all high level enchantments way too easy to get so it makes less special having an enchanted weapon.....
and come on......bookcases are not hard to make they are made of farmeable items.....why reducing the amount of bookcases needed to get the highest lvl of enchanting?
so my suggests are
that level 50 will again be the level required for more powerful enchantments
nerf hard the exp you get from mining (kiling one zombie = mining 2 coal ores by example)
you get exp from harvesting crops (farming also should grant exp, of course it should be pretty low rates)
They nerfed golden apples, now they go and nerf enchanting too! Sometimes I wanna go up to Jeb and punch him in the nose. But yeah, they really need to make it more balanced.
I still think that the enchanting table needs to have the book with turnable pages. Like when you put an item in it to enchant it is on page one. That gives a level one enchant. Then you can click it once and it flips one page. Click it 29 times and it flips to page 30. Enchanting your item with the book opened to page 30 will give you a level 30 enchantment.
For myself personally there is nothing more frustrating than having to reclick my sword repeatedly to get the enchantment level I am looking for. The enchantment you get can still be random but in this way the level used wont be so hapazardly chosen.
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To put an exact number on things, I'd say 1/4 of what's given now would be fair. I think it's a great idea that you get xp from crafting and mining, but this is way too unbalanced. For crying out loud I was 112 before I found diamonds enough for the pickaxe and table. My limiter is sugar cane. It doesn't grow in this snapshot, and I'm having to range out to find enough for bookcases.
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I have a feeling it'll be changed. I went from level 3 to 47 just by mining for about 5 minutes. That is way too much, and while I like the way it works, it definitely needs tweaked.
This. I *really* doubt Jeb is finished setting this up. My guess is that with the next snapshot, we'll see some numbers change with this system that better balances it.
Right now, DEFINITELY unbalanced, heh. Mined ONE seam of coal. Hit level 7. Lol.
Dont get me wrong, I think EXP for things other than JUST killing mobs is a great idea, I really like that bit..... and I DEFINITELY like the fact that max level is changed, and the fact that it no longer takes 80 kersquillion kills to get to a point of being able to set a strong enchantment. Heck, it was SO broken before that really the only truly viable way to get high enchants was to build a grinder; and I always hated doing that. I'd much rather earn it as I go, but that would take DAYS under the old system.
So, not perfect right now, but liking where he's going with it.
I'd like to see the rate at which XP is accumulated change according to the world difficulty.
For instance, if you are playing a Hard world, the more XP you have the slower you would earn new XP (logarithmic progression).
If you are playing an easy world then perhaps the XP accumulation would be more linear.
At this point they should just lock the modes unless you have cheats on, that way, if they did change it based on mode, you wouldn't have to worry about being on the same mode from your last world.
Is it possible the seemingly excessive XP awards actually level the playing field in PVP? (I'm asking out of ignorance because I don't do PVP.) When somebody did enough grinding to get formidable enchants on their armor and sword, wasn't it hard to topple them? And now wouldn't it be a lot easier for people to catch up and take them down a peg?
It feels as though every update the game gets easier, the only real difficulty changes were better pathing AI, smp offset, and smarter enderman. Even though those make a slight difference, there's a lot more room to make it sufficiently challenging for those of us who play me-against-the-world.
From my testing:
Ore XP drops:
Coal 1-5 orbs
Iron None, but from smelting yes.
Gold same
Diamond 1-5 orbs
Emerald 1-7 orbs
Redstone 1 orb
Lapis 1 orb
I cant say how much your get from smelting, but it needs to be reduced alot, and made for only charcoal, iron, and gold, rather than any smelting process such as food. And coal needs to be reduced to one orb only at all times.
However, I believe that you are wrong on the Ender Dragon.
Think... You can only kill him once, and he is very hard to kill. Not to mention the amount of time you put into getting the Eyes of Ender, finding the nether stronghold and then facing those aggravating blazes and then hunting down enough Endermen to get the required Ender Pearls. Then gearing up for the encounter and then locating and fighting your way through the stronghold. I'd say one thousand levels is a suitable reward for such a feat. From your screenshot, it appears that you killed him in Creative, so I assume that you wouldn't know this.
#1 After you hit him once, he doesn't damage you anymore
#2 He comes at you, so you can hit him with a sword
#3 Your sword doesn't lose endurance by hitting it
So technically you can come in naked, punch it in the face, snipe the towers, then proceed to punch it to death in the face.
I think the game should just stick with people staying in creativity and building stuff. That was the main objective of the game anyways.
I think something is lost in this change. Enchanted tools needed to be special and looked after. I have *never* gotten silk touch pickaxe yet, but I aspired to. If you can get max level just by digging a hole down to lava level, well, everyone will be sporting enchanted everything. If everyone is "special" then none of you are!!
My suggestion is to seriously neft the mining/smelting experience, and to keep the non-linear cost of leveling up. I like the ideas above of more experience for rarer ores. I got nothing from diamond but three from coal - that's not right.
If they get this right, one side effect is that I might actually mine redstone when I already have a few stacks - just to get the XP. Now I just walk on past.
But I'm pretty sure the exp you get from an enderdragon is more so a bug than a game play error.
They should either make it so you receive less exp from mining/smelting/whatever, or increase the level cap.
-It's easier because to get a level, you only need 17 xp.
-The amount of xp from the enderdragon is not a bug. That's because the amount of xp he drop is made for the old system
-Just increase the amount of xp for a level.
them worthlessthe enchanting system senseless to me :/On a side-note has anyone else noticed that an Enchanting Table without any bookcases will now enchant quite a bit higher then 5? Highest I saw was 12 with just the table. Not sure if it's a bug or an attempt to balance how much more work it takes to get the bookcases.
Think about it. Just 5 minutes of exploring will find you about 4 - 7 - More coal viens... that'd be a lot of levels. Especially the size.
The other ores though, are worth 1 level. Ex, 1 level for a lapis vien, and 3 for a diamond vien.
They shouldn't all drop the same amount of XP. But otherwise, I agree with everything you said.
i think mining exp is a nice idea but the exp you get from a simple mine trip is insane, makes all high level enchantments way too easy to get so it makes less special having an enchanted weapon.....
and come on......bookcases are not hard to make they are made of farmeable items.....why reducing the amount of bookcases needed to get the highest lvl of enchanting?
so my suggests are
that level 50 will again be the level required for more powerful enchantments
nerf hard the exp you get from mining (kiling one zombie = mining 2 coal ores by example)
you get exp from harvesting crops (farming also should grant exp, of course it should be pretty low rates)
For myself personally there is nothing more frustrating than having to reclick my sword repeatedly to get the enchantment level I am looking for. The enchantment you get can still be random but in this way the level used wont be so hapazardly chosen.
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This. I *really* doubt Jeb is finished setting this up. My guess is that with the next snapshot, we'll see some numbers change with this system that better balances it.
Right now, DEFINITELY unbalanced, heh. Mined ONE seam of coal. Hit level 7. Lol.
Dont get me wrong, I think EXP for things other than JUST killing mobs is a great idea, I really like that bit..... and I DEFINITELY like the fact that max level is changed, and the fact that it no longer takes 80 kersquillion kills to get to a point of being able to set a strong enchantment. Heck, it was SO broken before that really the only truly viable way to get high enchants was to build a grinder; and I always hated doing that. I'd much rather earn it as I go, but that would take DAYS under the old system.
So, not perfect right now, but liking where he's going with it.
For instance, if you are playing a Hard world, the more XP you have the slower you would earn new XP (logarithmic progression).
If you are playing an easy world then perhaps the XP accumulation would be more linear.