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Proposal: Eliminate mob grinders
Poll: Should XP, and enchanting levels, be easy to obtain once you hav
Ended May 15, 2014
Poll: Should the base, default, rules for the game restrict what you c
Ended May 15, 2014
Poll: Given NPC trading for things in 1.3, is a free supply of resourc
Ended May 15, 2014
I hate level grinding, and I hate the idea that it's anyone's idea of "balanced, fun gameplay". This idea would basically remove any reason to have a permanent base, on multiplayer.
Also, EXP was made really easy to get with the snapshots and mining, so it's clearly not intended to be super hard to get.
You know, this is exactly right. You can create a chicken grinder even easier than a hostile mob grinder. Passive mobs already give easy and free XP. Why aren't you complaining about that?
"You can grind away and level up fast if you want to, or you can just play as normal and level up that way. The longer you play, the bigger the risk of dying becomes. It's the part that really works."
http://www.pcgamer.com/2011/07/20/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/
Again, it's rather vague. The only thing that I would give attention to is the part about risk
Well, the idea of risk is more along the lines that if you die, whether you got the XP from grinding, mining, or fighting, you'll lose it all, less if not at all that you have to step up your fighting abilities constantly to get more XP after a while. Mobs don't get harder as you go along (and hopefully they don't, Minecraft isn't that kind of game), mobs are constant; a zombie will always be a zombie and nothing more. Because of this, you have the same risk with a mob grinder as you do from fighting as you do from mining; you can always fall in lava, get jumped by mobs at night or in a dark cave, get lost, and so on and so forth, and you'll always have the same risk of losing (most of, with the current updates) your XP.
And even so, it doesn't really change the points previously stated. Grinders aren't overpowered game-breaking designs and they haven't been since the first one was created; if they were, they would have been removed already, since it's already been so many updates and snapshots since XP first came out and the beginning of grinders themselves since mob drops came out.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Coolio.
Solution to everything:
Remove XP altogether.
That is possibly the worst solution. XP is for enchantments and as a reward for doing something (regardless of what this something is, be it smelting a stack of cobble or killing the Enderdragon), it doesn't have to be removed.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I don't know what to dislike more, the OP's idea or your's.
Link Removed
I've tried. They don't seem to want to comment.
The problem is grinding. Don't grind. It is my assumption that the whole reason why more sources of experience have been included is so you don't need to. You can just play the game, go about your buisness, and then one day...SURPRISE! You have enough levels for an enchantment. So you plop down one of your spare Iron Picks, the ones you had anyway because you know your current one will eventually break. It comes out Efficiency II...and then you realize, "Hey, this sure beats the speed of a regular pick." because it's something special to even get that, and that in turn makes you appreciate how helpful it really is.
And replace it with what?
If nothing, just free enchanting - Terrible idea.
If some kind of crafting system, like magic circles with items in specific slots or something like alchemy? ...maybe.
Discussion is not appropriate to this topic, as it is actually suggesting something. Just because people are debating the idea does not mean that it is a purely discussion topic. All ideas get discussed.
I hope you don't think I'm serious.
Again, I hope you don't think I'm serious.
And again, I hope you don't think I'm serious.
People are suggesting so many different ideas as alternatives it totally makes sense to get rid of it to stop further discussion.
Some people have the time to grind. There are enough Youtube videos to go around. Why NOT grind, really?
There'd have to be a (slightly) bigger payout of xp from them to make a good system. And the villager economy reworked, yes.
I wasn't the one complaining about grinding, just replying to the complaint.
best solution (and i personalty do not care for exp)
Since this has nothing to do with mob grinders any more, I will not talk about the value of trade goods.
Or rushed, as most of the "features" implemented in 1.0.0 were.
But this in no way should have led anyone to the conclusion that you're only supposed to get level 50 enchants once.
Because what would happen if, I dunno let me actually use my brain here, I wanted more than just a lowly Looting 1 on a finite tool?
Of course, I could make due with a Looting 1. It does help at earlier stages in a map. But once I stop only relying on random spawns, and have a steady source of XP, I don't see any reason why I should be forced to settle for a Looting 1 when I can try for a Looting 3.
Minecraft is not like D&D. You can't compare the two.
Especially when the Minecraft "leveling system" is only used for enchanting and meant to be expendable, and not a source of achievement and progress.
Sandbox game?
I'm free to do whatever I want in a Sandbox game. According to you, if I choose to work my way towards something, I shouldn't get that something unless it is under one specific occurrence?
Man, you're the fail around here.
Oh, I'm sorry. Just because Power 5 isn't available anymore, I'm completely wrong in saying that 30 is the new 50.
Or something along those lines. Go figure. It's more of an infinite loop of the discussion of if resources should be infinite and yeah.