I'd like to open a discussion about a mechanic that russels my jimmies to no end: the current experience level and enchanting system is terribly inefficient.
As it stands now, each "experience level" requires increasingly more experience orbs to obtain the next level. I can see how this makes sense in 99% of RPGs, however in Minecraft Survival Mode, the player spends experience levels over-and-over every time they make enchantments, not in any permanent advancement. In Minecraft, spending experience levels is actually like returning to level 0.
According to the wiki: leveling up from experience level 0 to 1 requires 7 exp, while leveling from level 9 to 10 requires 38 exp. If someone were to spend that single level on an enchantment while at level 10 as opposed to level 1, they would have had to of earned 5 times more experience points, effectively wasting potential levels and resulting in the same enchantment level on an item. Going from level 49 to 50, this effect is blown up to 25 individual levels lost just from picking up the same amount of orbs at a high level. Difficulty is not an issue, you've earned those orbs! In its current state, experience levels have horrible diminishing returns.
To fix this, I believe experience levels should be implemented more as "enchantment points" and need to be set to a static amount per level. The number should reflect the amount of times you've filled up the green bar, not some hierarchical value of levels.
The difficulty in Minecraft doesn't curve, neither should the time investment to gain a level. The only perceived difficulty arises from the pressure of staying alive while holding large amounts of levels. The player still looses half of their experience on death, and items in Minecraft can only be enchanted one time, so flat levels still incentivises the player with a risk/reward for amassing as many experience levels as they can - that is where the difficulty should be focused, not more grinding.
This is not in any sense about making enchanting quicker, a flat experience amount can be set at anything; 50, 100, or even 1000 points to a level would be fair because the player doesn't have to worry about when is most effective to gather orbs.
TL;DR Experience levels should be at a flat amount because they are spent, not increasingly more.
This is a difficult mechanic for me to explain, but I think it will make the whole enchanting mechanic much more accessible. Please respond if you have any questions or comments, thanks.
I'd like to open a discussion about a mechanic that russels my jimmies to no end: the current experience level and enchanting system is terribly inefficient.
As it stands now, each "experience level" requires increasingly more experience orbs to obtain the next level. I can see how this makes sense in 99% of RPGs, however in Minecraft Survival Mode, the player spends experience levels over-and-over every time they make enchantments, not in any permanent advancement. In Minecraft, spending experience levels is actually like returning to level 0.
According to the wiki: leveling up from experience level 0 to 1 requires 7 exp, while leveling from level 9 to 10 requires 38 exp. If someone were to spend that single level on an enchantment while at level 10 as opposed to level 1, they would have had to of earned 5 times more experience points, effectively wasting potential levels and resulting in the same enchantment level on an item. Going from level 49 to 50, this effect is blown up to 25 individual levels lost just from picking up the same amount of orbs at a high level. Difficulty is not an issue, you've earned those orbs! In its current state, experience levels have horrible diminishing returns.
To fix this, I believe experience levels should be implemented more as "enchantment points" and need to be set to a static amount per level. The number should reflect the amount of times you've filled up the green bar, not some hierarchical value of levels.
The difficulty in Minecraft doesn't curve, neither should the time investment to gain a level. The only perceived difficulty arises from the pressure of staying alive while holding large amounts of levels. The player still looses half of their experience on death, and items in Minecraft can only be enchanted one time, so flat levels still incentivises the player with a risk/reward for amassing as many experience levels as they can - that is where the difficulty should be focused, not more grinding.
This is not in any sense about making enchanting quicker, a flat experience amount can be set at anything; 50, 100, or even 1000 points to a level would be fair because the player doesn't have to worry about when is most effective to gather orbs.
TL;DR Experience levels should be at a flat amount because they are spent, not increasingly more.
This is a difficult mechanic for me to explain, but I think it will make the whole enchanting mechanic much more accessible. Please respond if you have any questions or comments, thanks.
i find it very wierd that all of you made an account on the same day, around the same time, and all had first posted on this topic.
That is excessively fishy. Someone should report it to have it taken a look at, but I won't do it because I don't want my warn level raised further that it already is... :|In brighter news, fantastic idea! I hate how hard it is to get even up to like level 20... It would take like a half hour to get to level 50 with bottles o' enchantments (or whatever their called)...
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Some serious epicness going on at this site... Be sure to god-like me so I can rate you back!
That is excessively fishy. Someone should report it to have it taken a look at, but I won't do it because I don't want my warn level raised further that it already is... :|In brighter news, fantastic idea! I hate how hard it is to get even up to like level 20... It would take like a half hour to get to level 50 with bottles o' enchantments (or whatever their called)...
I believe PlayfulPossum is a server-mate of mine, I linked him to my post, I'm sorry if I broke any rules.
Now, looking at it from a perspective of yours, I've first of all, learned a lesson about this whole exp and leveling ordeal! Upon that, I also completely agree with your opinion. You told me something I didn't know when I read this post, and I liked the idea, ergo? I pressed the little green button on the bottom right of your post! Makes perfect sense right?
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Lend a helping hand and click on it, pretty please?
Currently, getting experience in minecraft is like trying to get a pokemon to level 100 by fighting only level 10 pidgeys. The solution is higher level things to fight(stronger mobs with more XP). We need a strong mob or two that drops a nice amount of XP.
Unless you like making xp grinders, you're pretty much going to be unable to get much higher than level 10, at least on smp. ****ing zombies benefit soooooo much from lag.
Which means I support this idea. Also, I'd like an alternate way to enchant items.
I agree with this post. Spending all your levels for one single random enchantment is bogus and stupid. i think mp0011 has it right more or less. Depending on your level increases your enchantment or something like that.
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As it stands now, each "experience level" requires increasingly more experience orbs to obtain the next level. I can see how this makes sense in 99% of RPGs, however in Minecraft Survival Mode, the player spends experience levels over-and-over every time they make enchantments, not in any permanent advancement. In Minecraft, spending experience levels is actually like returning to level 0.
According to the wiki: leveling up from experience level 0 to 1 requires 7 exp, while leveling from level 9 to 10 requires 38 exp. If someone were to spend that single level on an enchantment while at level 10 as opposed to level 1, they would have had to of earned 5 times more experience points, effectively wasting potential levels and resulting in the same enchantment level on an item. Going from level 49 to 50, this effect is blown up to 25 individual levels lost just from picking up the same amount of orbs at a high level. Difficulty is not an issue, you've earned those orbs! In its current state, experience levels have horrible diminishing returns.
To fix this, I believe experience levels should be implemented more as "enchantment points" and need to be set to a static amount per level. The number should reflect the amount of times you've filled up the green bar, not some hierarchical value of levels.
The difficulty in Minecraft doesn't curve, neither should the time investment to gain a level. The only perceived difficulty arises from the pressure of staying alive while holding large amounts of levels. The player still looses half of their experience on death, and items in Minecraft can only be enchanted one time, so flat levels still incentivises the player with a risk/reward for amassing as many experience levels as they can - that is where the difficulty should be focused, not more grinding.
This is not in any sense about making enchanting quicker, a flat experience amount can be set at anything; 50, 100, or even 1000 points to a level would be fair because the player doesn't have to worry about when is most effective to gather orbs.
TL;DR Experience levels should be at a flat amount because they are spent, not increasingly more.
This is a difficult mechanic for me to explain, but I think it will make the whole enchanting mechanic much more accessible. Please respond if you have any questions or comments, thanks.
i find it very wierd that all of you made an account on the same day, around the same time, and all had first posted on this topic.
Creepers. That is all.
That is excessively fishy. Someone should report it to have it taken a look at, but I won't do it because I don't want my warn level raised further that it already is... :|In brighter news, fantastic idea! I hate how hard it is to get even up to like level 20... It would take like a half hour to get to level 50 with bottles o' enchantments (or whatever their called)...
Yes, it does, but if it takes more or less time I'd be relieved if so many levels weren't going to waste.
I believe PlayfulPossum is a server-mate of mine, I linked him to my post, I'm sorry if I broke any rules.
Which means I support this idea. Also, I'd like an alternate way to enchant items.