I'd keep it exponential where (if 10xp is the base level amount) level 1 is 10xp, level 2 is 20xp, level 3 is 30xp (so to get to level 3 needs 60 xp total). However, what I'd change instead is if you're level 50 and do a level 1 enchantment, it doesn't just drop you to level 49. It uses level 1's amount of XP and removes that from your XP total. So, if you're level 50 + 10XP, you're still level 50.
Getting the higher levels would still require more work because of the curve, but you wouldn't be penalized for not getting a lower level enchantment right away.
If it needs to be tougher, ramp up the base XP per level from 10 to something more.
That's an idea... keep levels exponential, but make enchantments take exp and not levels. As far as an exponential system goes, that isn't bad.
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Twitter: @EvanLange7737
if i made the exp system i would make it linear and it would take 20 exp per level
1 per ore
3 per diamond
3 per emerald
1 every 16 stone smelted in includes sand clay
1 per every gold iron smelted
2 per mob killed
3 per endermen killed
the max enchant would be 50
I say make it 50 exp per level, max enchant 50, no exp from smelting (too little risk to the player.)
Mobs:
Passive - 2
Wolf - 4
Most Hostiles - 5 (10 zombies per level sounds fair; 500 per max enchant)
Slimes - 4, 2, 1 (By size)
Blaze - 10
Ghast / Enderman - 20 (I've heard Endermen have been buffed; Ghasts like to die over lava)
Ender Dragon - 25,000 (Equal to 500 levels; 10 max enchants; a one-time thing for some epic gear)
Ores:
Coal - 1
Iron - 2
Lapis / Redstone - 4
Gold - 8 (Has an affinity for enchantments)
Diamond / Emerald - 16
Other:
Bottle o' Enchanting - 50 (One level per bottle; increase price in emeralds)
Some of these values may need tweaking. Ore values might need a buff (consider that they come in veins, but remember they're harder to get to than mobs and can't be farmed.) The goal is to be easier than the old system, yet harder than the current one. The exp required to reach level 50 is about half the old system (2,500 exp vs. 4,625 exp) and you've got ores giving exp now.
That's an idea... keep levels exponential, but make enchantments take exp and not levels. As far as an exponential system goes, that isn't bad.
Then it would still be a linear system in terms of enchantment with the silly level tag on it. I agree that they should just make the levels linear. I like the idea of storing levels like piles of coal and using them when needed. Imagine if coal became less effective in large stockpiles to smelt things, that would suck.
I agree; It should stay linear, but with no level cap as far as I'm concerned...
I hate that I'm losing tons of levels all for not being able to enchant right away... Being penalized is no fun.
I very much like the idea of being rewarded exp for mining ores(I had a mod that did that in 1.2.5) but I don't like the idea of getting exp from smelting; and getting the same exp for every ore... that is just stupid. The first thing I do in every game is gather as much coal as I can because I always make tons of torches and now I feel like I can't because I’m going to lose levels for mining or even making charcoal...
I kinda wish they would make it so iron and gold ores dropped nuggets so they could just make mining the ores give you exp and take away that smelting thing :/ besides, them dropping nuggets seem like it would be more realistic to me...
I kinda wish they would make it so iron and gold ores dropped nuggets so they could just make mining the ores give you exp and take away that smelting thing :/ besides, them dropping nuggets seem like it would be more realistic to me...
They could make the ores drop exp already if they tried (user-placed blocks can be detected.) There's no real point in adding an extra item and sprite just for the sake of realism.
Yes, I agree. XP gain should be linear, not exponential.
That doesn't mean levels should be easy to gain quickly though, the gap between levels should be reasonably large to make up for linear gain.
this,
Id rather xp mine from ores give less and it all be linear, then get it super easily up until lvl 30 then waste xp if i dont immediately enchant something.
it's a simple solution. xp doesn't affect anything. its nothing but a currency.
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Linear is the only way to go, but I am wondering if there is even a system implemented for individual XP drop amounts. Aside from the enderdragon, is their a difference in XP dropped from different mobs? If the mobs have the same XP drop, then I am not sure if their is anything to tweak without writing substantial new class implementation.
I think the first step toward balance is moving to a linear leveling system again, and figuring out a ballpark value of XP required for each level. Balancing via tweaking drop values may not even be possible at this moment in time. Anyways, I would like to see 50 XP per level because it would be just under double the amount to get to level 30 in the most recent snapshot.
Exponential would be fine if you kept the levels and if you were only allowed to, let's say, wear diamond armor at level 45. Not gonna lie, a minecraft mmo would be interesting.
I think a completely linear exp system would be best, except around level ten, bump up the exp needed for subsequent levels. Also some way to choose enchantments, without villager trading would be nice.
another fix would be to take the xp equivalent to the level Instead of the level itself, that way it can still be a challenge to get to the higher levels and you wouldn't waste any xp once you make the enchantment.
Make XP per level fixed at the current xp/level on Easy mode.
Make XP per level fixed at triple the current xp/level on Normal mode.
Make XP per level linear growth for hard mode.
Make XP per level exponential growth for hardcore mode.
Make the amount of XP dropped vary based on difficulty level:
On easy, leave it as is.
On Normal, halve the XP and remove smelting XP.
On Hard, quarter the XP, and remove smelting XP, and reduce mining XP to 1 point.
On Hardcore, give 1 XP per kill with no other XP sources.
The specific values listed can, of course, be adjusted to obtain a good balance- it's just a rough outline of the idea.
Boom. There you go- anybody whining about it being too easy can turn up their game difficulty, anybody whining about it being too hard can turn it down. Of course, some people will whine no matter what you do, so just ignore them completely.
Make XP per level fixed at the current xp/level on Easy mode.
Make XP per level fixed at triple the current xp/level on Normal mode.
Make XP per level linear growth for hard mode.
Make XP per level exponential growth for hardcore mode.
Make the amount of XP dropped vary based on difficulty level:
On easy, leave it as is.
On Normal, halve the XP and remove smelting XP.
On Hard, quarter the XP, and remove smelting XP, and reduce mining XP to 1 point.
On Hardcore, give 1 XP per kill with no other XP sources.
Why mess with both the XP per level and XP dropped, rather than just the XP dropped?
And Hardcore = Hard + world deletion. There's no added difficulty.
I think it's silly to change exp based on difficulty simply because you can change difficulty at any time. If worlds were private(locked mode, new set of achievements for every new world) I think it should be like:
Make all linear, exp per lvl: easy/30 normal/60 hard/90 or something like that.
That's an idea... keep levels exponential, but make enchantments take exp and not levels. As far as an exponential system goes, that isn't bad.
Twitter: @EvanLange7737
1 per ore
3 per diamond
3 per emerald
1 every 16 stone smelted in includes sand clay
1 per every gold iron smelted
2 per mob killed
3 per endermen killed
the max enchant would be 50
Mobs:
Passive - 2
Wolf - 4
Most Hostiles - 5 (10 zombies per level sounds fair; 500 per max enchant)
Slimes - 4, 2, 1 (By size)
Blaze - 10
Ghast / Enderman - 20 (I've heard Endermen have been buffed; Ghasts like to die over lava)
Ender Dragon - 25,000 (Equal to 500 levels; 10 max enchants; a one-time thing for some epic gear)
Ores:
Coal - 1
Iron - 2
Lapis / Redstone - 4
Gold - 8 (Has an affinity for enchantments)
Diamond / Emerald - 16
Other:
Bottle o' Enchanting - 50 (One level per bottle; increase price in emeralds)
Some of these values may need tweaking. Ore values might need a buff (consider that they come in veins, but remember they're harder to get to than mobs and can't be farmed.) The goal is to be easier than the old system, yet harder than the current one. The exp required to reach level 50 is about half the old system (2,500 exp vs. 4,625 exp) and you've got ores giving exp now.
Mostly moved on. May check back a few times a year.
..and I think an exp ore would be cheesy.
I hate that I'm losing tons of levels all for not being able to enchant right away... Being penalized is no fun.
I very much like the idea of being rewarded exp for mining ores(I had a mod that did that in 1.2.5) but I don't like the idea of getting exp from smelting; and getting the same exp for every ore... that is just stupid. The first thing I do in every game is gather as much coal as I can because I always make tons of torches and now I feel like I can't because I’m going to lose levels for mining or even making charcoal...
I kinda wish they would make it so iron and gold ores dropped nuggets so they could just make mining the ores give you exp and take away that smelting thing :/ besides, them dropping nuggets seem like it would be more realistic to me...
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Is that supposed to happen?
They could make the ores drop exp already if they tried (user-placed blocks can be detected.) There's no real point in adding an extra item and sprite just for the sake of realism.
Probably, assuming you're talking about a wooden pressure plate. They are basically items, after all.
Mostly moved on. May check back a few times a year.
this,
Id rather xp mine from ores give less and it all be linear, then get it super easily up until lvl 30 then waste xp if i dont immediately enchant something.
it's a simple solution. xp doesn't affect anything. its nothing but a currency.
I think the first step toward balance is moving to a linear leveling system again, and figuring out a ballpark value of XP required for each level. Balancing via tweaking drop values may not even be possible at this moment in time. Anyways, I would like to see 50 XP per level because it would be just under double the amount to get to level 30 in the most recent snapshot.
The exp per mob needs to be tweaked more, however, because an enderman should not give the same exp as a zombie.
Mostly moved on. May check back a few times a year.
Make XP per level fixed at the current xp/level on Easy mode.
Make XP per level fixed at triple the current xp/level on Normal mode.
Make XP per level linear growth for hard mode.
Make XP per level exponential growth for hardcore mode.
Make the amount of XP dropped vary based on difficulty level:
On easy, leave it as is.
On Normal, halve the XP and remove smelting XP.
On Hard, quarter the XP, and remove smelting XP, and reduce mining XP to 1 point.
On Hardcore, give 1 XP per kill with no other XP sources.
The specific values listed can, of course, be adjusted to obtain a good balance- it's just a rough outline of the idea.
Boom. There you go- anybody whining about it being too easy can turn up their game difficulty, anybody whining about it being too hard can turn it down. Of course, some people will whine no matter what you do, so just ignore them completely.
And Hardcore = Hard + world deletion. There's no added difficulty.
Mostly moved on. May check back a few times a year.
I think it's silly to change exp based on difficulty simply because you can change difficulty at any time. If worlds were private(locked mode, new set of achievements for every new world) I think it should be like:
Make all linear, exp per lvl: easy/30 normal/60 hard/90 or something like that.