Make something so you can unenchant items for xp, be aware this will destroy the item. For example when you place a diamond in it you get 100 xp and when you place a log you get 5, though you lose the diamond and log. It helps so the only way to get xp isn't fighting and so it isn't impossible to get to level 50 without an xp grinder. Also if you place an enchanted pickaxe in it removes the enchants (not destroying it) and gives you back xp depending on what enchantments are on it. For example efficiency I would give you 25 xp where fortune III would give you 500.
Some items such as cobble or dirt could have either very little xp, like 0.5 or can not be unenchanted at all because you can just farm it.
(Not sure if anyone else has posted this, sorry if someone has.)
There's a long and a short explanation to why this is a stale and uneventful suggestion, but I'll give you both. Have you ever heard of the mod Equivalent Exchange? It does very similar things to what you described, but for almost everything in the game. It allows you to convert items like dirt into EMC, which can be gathered up in very large quantities to eventually produce a diamond. This mod has been acclaimed as one of the greater, and sometimes greatest, mods out there, guaranteed to enhance your play experience, for quite a while, at least. The novelty of it keeps you hanging for a while, but after some time, you realize that it's just not as fun as you expected it to be. Even before you get all of the crazy items that are included in the mod, you just aren't quite satisfied and probably won't be. There are many answers to as why this happens, why such an incredible mod, that should add so many more hours of gameplay to Minecraft, falls so short of it's expected fulfillment, but I can tell you exactly why this happens. In human nature, there are some very important things that games tie themselves to in order to grab hold of your attention. Novelty, the feeling of experiencing something new, is used to hook you to an interesting game, but only until the other parts come into play. Emotions such as the longing for Adventure, played by in Skyrim, the emotion of Mystery, used in LIMBO, the emotion of Curiousness, caught hold in games such as Professor Clayton, and Adrenaline, held dear in games like Call of Duty, are all used to keep you playing a game, and it's what makes a game interesting and fun to have. Minecraft however, because of it's huge success, plays upon a human emotion that until now was not at all expressed very well in any games before it's time - Power. The desire to have power, to not grow stronger, but to have the world at your whim, the ability to do anything any way you can think of. Minecraft, the way it is designed to be so simple, and so giving, gives you this power, and let's you decide how you want to make it. You can mine the world of all it's resources, and leave it's trees bare, or create a huge castle, or explore to your heart's content. This is why Minecraft is so success full, because the desire for Power is much greater than that of many other emotions, a common example is that a company CEO will choose his company and money over loved ones and even personal health sometimes because the power in his money is all that matters to him. Power is absolute, and every man strives for it. But the power in Minecraft is measured. It is calculated so definitively to hold you between a state of the now and the future, where your current standing seems more than futile, but just on the brink so that your gameplay lasts as long as possible. Remember how easy it was to feel that you would soon have full diamond armor and weapons, even though you were hours into the game and had barely any iron stocked? That is the feeling that Minecraft creates to keep you coming back and to keep you playing as long as possible. You can play day in and out, hour after hour, block after block, and somehow not get bored. But eventually, you 'd get everything you wanted, and Minecraft becomes boring like it is now. But this feeling of boredom is different than the feeling in another game. Take for example, God of War. After you've beaten the main storyline and defeated Zeus, you become bored, because you've reached the end of the road, and would so much love to play again, but can't, because most of the fun was from figuring out puzzles you now knew the answers to, and revealing crucial plot points you know exist by now. The game has lost it's feel, and you can't do much else. Until of course the sequel comes out, and you take another road to the inevitable end. Minecraft works differently than most games. Instead of a road, you start in the middle of a large sphere of tarmac, with an infinite amount of directions you can go. So, obviously confused, you nervously wander around the landscape, and begin to travel in the most appealing direction. Then you begin to feel the trademark enjoyment of Minecraft. you go through, play the game as it's meant to be, and eventually kill the enderdragon to end the game. But instead of feeling sad, you feels just as happy as you did before. You create a new world, and start all over again. Instead of being an adventurer, you could be a builder, not having many small homes scattered through out the land, but a grand castle to which you would reside in, and an enormous mineshaft/cart station you designed just yourself, redstone and all. You could decide not to kill the dragon, but live a peaceful life in your impenetrable fortress. So many directions you could take on this road. But inevitably, It does end, as it does every time, and as you take each road you begin to work out what will happen when you win, working out the "Puzzles" and "crucial plot points" if you will. and you slowly realize to yourself that, no matter what you do in Minecraft, you will probably end up in a similar situation to one you've already had. Of course, it takes a lot longer to come up on this realization than it does to finish another kind of game, which is why Minecraft is so successful. but when you do see it, you become bored, as you do with other games, but in a different way. Instead of feeling like you could definitely play this game again as much as you want, you feel sad, not just bored, because in reality, there is nothing you could possibly do in this game again that would be interesting. You've exhausted every possibility that you could come across, and the game becomes unfun, unlikable even. This could help to explain why there are so many in-depth mods, to help this game's replayablility, to help people feel the way about this game as they once did, but can no longer. And this is why ideas like this one and Equivalent Exchange help to ruin the gameplay even more. But how, you might ask? Coming back to how the Power is measured in Minecraft, there is a reason that it takes as long as it does to reach diamonds. You must progress through the lineage of the tool levels in order to reach diamonds, in order to become as powerful as you can be. Minecraft however has to balance this in just right so that it is not too linear or it would not be the game we all love so dearly, and not to open and versatile so as to allow someone to finish the game in under an hour, making it all the less memorable. And it is this lack of versatility that keeps Minecraft fun. It’s the reason it takes so long to find diamonds, and so long to farm experience for just a single good weapon. This incredibly balancing act by Notch and his team is what makes Minecraft so special. (TL; DR) And that’s where your suggestion comes in. Understanding what I’ve said so far, by being able to burn up items for experience, you’re increasing the versatility beyond its delicate balance and making the game less fun. When thinking about something to add to Minecraft, take into account how it would affect everything, and not just the particular aspect of what you’re trying to accomplish. This is how Hippoplatimus was able to include his amazing mod into the game, and if you ever want to suggest something you should consider everything it would affect directly or indirectly. Still Too Long; Still Didn’t Read: Minecraft is fun as it is, adding something like this would prove to have too many consequences. If that doesn’t satisfy you, maybe you should have read more. So that’s my two cents, or two pages rather.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Some items such as cobble or dirt could have either very little xp, like 0.5 or can not be unenchanted at all because you can just farm it.
(Not sure if anyone else has posted this, sorry if someone has.)
Have you ever heard of the mod Equivalent Exchange?
It does very similar things to what you described, but for almost everything in the game. It allows you to convert items like dirt into EMC, which can be gathered up in very large quantities to eventually produce a diamond. This mod has been acclaimed as one of the greater, and sometimes greatest, mods out there, guaranteed to enhance your play experience, for quite a while, at least. The novelty of it keeps you hanging for a while, but after some time, you realize that it's just not as fun as you expected it to be. Even before you get all of the crazy items that are included in the mod, you just aren't quite satisfied and probably won't be. There are many answers to as why this happens, why such an incredible mod, that should add so many more hours of gameplay to Minecraft, falls so short of it's expected fulfillment, but I can tell you exactly why this happens.
In human nature, there are some very important things that games tie themselves to in order to grab hold of your attention. Novelty, the feeling of experiencing something new, is used to hook you to an interesting game, but only until the other parts come into play. Emotions such as the longing for Adventure, played by in Skyrim, the emotion of Mystery, used in LIMBO, the emotion of Curiousness, caught hold in games such as Professor Clayton, and Adrenaline, held dear in games like Call of Duty, are all used to keep you playing a game, and it's what makes a game interesting and fun to have. Minecraft however, because of it's huge success, plays upon a human emotion that until now was not at all expressed very well in any games before it's time - Power.
The desire to have power, to not grow stronger, but to have the world at your whim, the ability to do anything any way you can think of. Minecraft, the way it is designed to be so simple, and so giving, gives you this power, and let's you decide how you want to make it. You can mine the world of all it's resources, and leave it's trees bare, or create a huge castle, or explore to your heart's content. This is why Minecraft is so success full, because the desire for Power is much greater than that of many other emotions, a common example is that a company CEO will choose his company and money over loved ones and even personal health sometimes because the power in his money is all that matters to him. Power is absolute, and every man strives for it.
But the power in Minecraft is measured. It is calculated so definitively to hold you between a state of the now and the future, where your current standing seems more than futile, but just on the brink so that your gameplay lasts as long as possible. Remember how easy it was to feel that you would soon have full diamond armor and weapons, even though you were hours into the game and had barely any iron stocked? That is the feeling that Minecraft creates to keep you coming back and to keep you playing as long as possible. You can play day in and out, hour after hour, block after block, and somehow not get bored. But eventually, you 'd get everything you wanted, and Minecraft becomes boring like it is now. But this feeling of boredom is different than the feeling in another game.
Take for example, God of War. After you've beaten the main storyline and defeated Zeus, you become bored, because you've reached the end of the road, and would so much love to play again, but can't, because most of the fun was from figuring out puzzles you now knew the answers to, and revealing crucial plot points you know exist by now. The game has lost it's feel, and you can't do much else. Until of course the sequel comes out, and you take another road to the inevitable end.
Minecraft works differently than most games. Instead of a road, you start in the middle of a large sphere of tarmac, with an infinite amount of directions you can go. So, obviously confused, you nervously wander around the landscape, and begin to travel in the most appealing direction. Then you begin to feel the trademark enjoyment of Minecraft. you go through, play the game as it's meant to be, and eventually kill the enderdragon to end the game. But instead of feeling sad, you feels just as happy as you did before. You create a new world, and start all over again. Instead of being an adventurer, you could be a builder, not having many small homes scattered through out the land, but a grand castle to which you would reside in, and an enormous mineshaft/cart station you designed just yourself, redstone and all. You could decide not to kill the dragon, but live a peaceful life in your impenetrable fortress. So many directions you could take on this road.
But inevitably, It does end, as it does every time, and as you take each road you begin to work out what will happen when you win, working out the "Puzzles" and "crucial plot points" if you will. and you slowly realize to yourself that, no matter what you do in Minecraft, you will probably end up in a similar situation to one you've already had. Of course, it takes a lot longer to come up on this realization than it does to finish another kind of game, which is why Minecraft is so successful. but when you do see it, you become bored, as you do with other games, but in a different way. Instead of feeling like you could definitely play this game again as much as you want, you feel sad, not just bored, because in reality, there is nothing you could possibly do in this game again that would be interesting. You've exhausted every possibility that you could come across, and the game becomes unfun, unlikable even. This could help to explain why there are so many in-depth mods, to help this game's replayablility, to help people feel the way about this game as they once did, but can no longer. And this is why ideas like this one and Equivalent Exchange help to ruin the gameplay even more. But how, you might ask?
Coming back to how the Power is measured in Minecraft, there is a reason that it takes as long as it does to reach diamonds. You must progress through the lineage of the tool levels in order to reach diamonds, in order to become as powerful as you can be. Minecraft however has to balance this in just right so that it is not too linear or it would not be the game we all love so dearly, and not to open and versatile so as to allow someone to finish the game in under an hour, making it all the less memorable. And it is this lack of versatility that keeps Minecraft fun. It’s the reason it takes so long to find diamonds, and so long to farm experience for just a single good weapon. This incredibly balancing act by Notch and his team is what makes Minecraft so special.
(TL; DR)
And that’s where your suggestion comes in. Understanding what I’ve said so far, by being able to burn up items for experience, you’re increasing the versatility beyond its delicate balance and making the game less fun. When thinking about something to add to Minecraft, take into account how it would affect everything, and not just the particular aspect of what you’re trying to accomplish. This is how Hippoplatimus was able to include his amazing mod into the game, and if you ever want to suggest something you should consider everything it would affect directly or indirectly.
Still Too Long; Still Didn’t Read:
Minecraft is fun as it is, adding something like this would prove to have too many consequences. If that doesn’t satisfy you, maybe you should have read more.
So that’s my two cents, or two pages rather.