probably get told this is a bad idea but can't hurt to try.
when I first heard of experience it was rumoured it was going to be used to give characters extra abilities. why not actually add that.
First of all to balance it it should probably cost a few levels to "buy" an ability [for example, diving deep [double breath]] AND unlike enchanted objects it would cost experience to use these abilities. if you turned on diving deep and went for a swim, you'd start losing points.
you should be able to turn them on and off at will. say in the character inventory there is a sepate tab [like creative mode inventory] which you could buy new skills and toggle between turning skills on and off. maybe each skill level burns up different amounts of experience points, so you could toggle between diving deep II and diving deep III or whatever. though you'd have to buy each level separate with each level having an exponentially higher experience cost to buy and use.
Something like that would add to the strategy, do I have enough breath to last until I get out of the ice or will I have to sacrifice some points I may need later in order to survive.
possible problems may be that enchanted items become useless. So maybe that system could be changed around a bit to balance it.
A list of possible skills could be
jump
allows you to jump one block high. each new level [Jump II and jump III] allows you to jump one block higher. so jump III would be four blocks. as a balance this skill would use up a lot of experiece points per use. maybe four or five levels for higher levels of this skill.
sprint
allows you to sprint faster each level. unlike jump the points would be drained over time.
archery:
strong draw
more range.
quick draw
faster shooting of arrows
pack mule
bigger inventory
Now I guess this could unbalance the game. I have no experience in balancing games so I wouldn't know. but this doesnt seem that different to enchanting or potions. except that those use items found in the game world like netherwort or whatever. but this would be a constant drain on experience points when used. and if you die you lose all of your experience points anyway. so it doesn't seem that different to losing all of your items.
Though I guess since you won't have to rebuy skills, it may be a bit less costly than potions or enchanting. But I guess as a balance the equivelent potion or enchantment to a skill [if there is one] would be much more effective than the skill.so a helmet of breath I would have the same effect as a deep diving II skill.
probably get told this is a bad idea but can't hurt to try.
You were right. This is a bad idea.
Xp is used for enchanting. Your character should only get more powerful through the technology he/she develops and as your skill as a player improves. Not through "leveling up."
as it is in minecraft, which is pretty refreshing
The game revolves around equipment
which in turn revolves around mining or gathering leather/wood if you don't mind weaker material
Adding in buffs based on level depletes part of the beauty in the way crafting is what makes the game great
If you want double breath, there is an enchanting perk for that respiration
As for the others, in terms of gameplay balance I think it should be rethought
Understand that when adding too many things to a game it moves away from a sweet serene game where you take joy in finding coal, then iron then diamond. And fear the hostile mobs for your life beating them only with intelligence, only to come back at them in full force once you are all armored up. However, if this starts becoming a first person shooter where people lose that initial joy, the terrain and mining is more of a gimmick than it is the point
when I first heard of experience it was rumoured it was going to be used to give characters extra abilities. why not actually add that.
First of all to balance it it should probably cost a few levels to "buy" an ability [for example, diving deep [double breath]] AND unlike enchanted objects it would cost experience to use these abilities. if you turned on diving deep and went for a swim, you'd start losing points.
you should be able to turn them on and off at will. say in the character inventory there is a sepate tab [like creative mode inventory] which you could buy new skills and toggle between turning skills on and off. maybe each skill level burns up different amounts of experience points, so you could toggle between diving deep II and diving deep III or whatever. though you'd have to buy each level separate with each level having an exponentially higher experience cost to buy and use.
Something like that would add to the strategy, do I have enough breath to last until I get out of the ice or will I have to sacrifice some points I may need later in order to survive.
possible problems may be that enchanted items become useless. So maybe that system could be changed around a bit to balance it.
A list of possible skills could be
jump
allows you to jump one block high. each new level [Jump II and jump III] allows you to jump one block higher. so jump III would be four blocks. as a balance this skill would use up a lot of experiece points per use. maybe four or five levels for higher levels of this skill.
sprint
allows you to sprint faster each level. unlike jump the points would be drained over time.
archery:
strong draw
more range.
quick draw
faster shooting of arrows
pack mule
bigger inventory
Now I guess this could unbalance the game. I have no experience in balancing games so I wouldn't know. but this doesnt seem that different to enchanting or potions. except that those use items found in the game world like netherwort or whatever. but this would be a constant drain on experience points when used. and if you die you lose all of your experience points anyway. so it doesn't seem that different to losing all of your items.
Though I guess since you won't have to rebuy skills, it may be a bit less costly than potions or enchanting. But I guess as a balance the equivelent potion or enchantment to a skill [if there is one] would be much more effective than the skill.so a helmet of breath I would have the same effect as a deep diving II skill.
You were right. This is a bad idea.
Xp is used for enchanting. Your character should only get more powerful through the technology he/she develops and as your skill as a player improves. Not through "leveling up."
why? is there any reason for it besides a random opinion?
The game revolves around equipment
which in turn revolves around mining or gathering leather/wood if you don't mind weaker material
Adding in buffs based on level depletes part of the beauty in the way crafting is what makes the game great
If you want double breath, there is an enchanting perk for that respiration
As for the others, in terms of gameplay balance I think it should be rethought
Understand that when adding too many things to a game it moves away from a sweet serene game where you take joy in finding coal, then iron then diamond. And fear the hostile mobs for your life beating them only with intelligence, only to come back at them in full force once you are all armored up. However, if this starts becoming a first person shooter where people lose that initial joy, the terrain and mining is more of a gimmick than it is the point
At least that is my opinion
This is overpowered, and it can be used by griefers to easily destroy stuff.