To be honest I m an RPG dedicated gamer, so its no wonder I m suggesting
something like that. Just to state, I have used the search option and I
wasn't able to find this suggestion on the forums, so I don't know if I m
the first one suggesting or not.
Now, since gaining experience points is already implemented into the game,
maybe it should be taken a step further, to make experience count.
Personally, I think 10 levels would be quite enough, with every level
requiring a lot more experience to level up that the previous one, of
course. I think anything above 20 is way too much.
Your life bar should be shorter, so its 5 hearts, as well as the hunger meter,
with every 2 levels you gain you will get one point and by level 10 you will
have the full health and hunter bar.
The same thing should be with the inventory. At the start, you are weaker and
can carry only half the items, but when you level up, your capacity expands.
Damage dealth and damage suffered should also be changed. So the more you level up,
the more efficiently you will be able to fight monsters and survive alltogether.
My personal favorite would be the ability to survive an Creeper explosion at point-blank
range at full level, since that ******* is the only monster that was able to kill me
sofar by sneaking from behind.
With the levels, there should also be some restrictions, meaning you can't handle or can't
build some items if your character level isn't high enough. This would force the player
to explore, roam around, fight monsters and gain experience rather then just digging
in at the first spot he finds suitable to set base camp.
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Treat me the same way you want others to treat you!
You know why this is not a good idea? Because exchanging XP for enchantments is balanced. Starting very weak and becoming stronger naturally would make SMP unbalanced, where your ability would be based on time playing on that specific server, and not on your skill in the game.
And why the hell would you want to be unable to do some things earlier? As I said, enchantments are balanced, optional and just give you more skills, rather than removing skills when you're starting.
Making this game into a MMORPG would suck. Experience levels should be used for trading and enchanting only.
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Thanks! Also help my baby dragons! (Dragon Cave)
Either way if notch where to add more RPG elements this would become a crap game... To be honest its fine the way it is going to be in 1.9 We dont want World of Minecraft we want Minecraft...
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something like that. Just to state, I have used the search option and I
wasn't able to find this suggestion on the forums, so I don't know if I m
the first one suggesting or not.
Now, since gaining experience points is already implemented into the game,
maybe it should be taken a step further, to make experience count.
Personally, I think 10 levels would be quite enough, with every level
requiring a lot more experience to level up that the previous one, of
course. I think anything above 20 is way too much.
Your life bar should be shorter, so its 5 hearts, as well as the hunger meter,
with every 2 levels you gain you will get one point and by level 10 you will
have the full health and hunter bar.
The same thing should be with the inventory. At the start, you are weaker and
can carry only half the items, but when you level up, your capacity expands.
Damage dealth and damage suffered should also be changed. So the more you level up,
the more efficiently you will be able to fight monsters and survive alltogether.
My personal favorite would be the ability to survive an Creeper explosion at point-blank
range at full level, since that ******* is the only monster that was able to kill me
sofar by sneaking from behind.
With the levels, there should also be some restrictions, meaning you can't handle or can't
build some items if your character level isn't high enough. This would force the player
to explore, roam around, fight monsters and gain experience rather then just digging
in at the first spot he finds suitable to set base camp.
And why the hell would you want to be unable to do some things earlier? As I said, enchantments are balanced, optional and just give you more skills, rather than removing skills when you're starting.
Thanks! Also help my baby dragons! (Dragon Cave)