Since the fabled Adventure Update many a minecrafter has decked their gear and equipment out with enchantments galore, however as many know, it requires a lot of time and effort to get a "maximum level" enchantment given that you lose the vast majority of your experience on death and the need to kill over 900 standard hostile mobs to finally reach level 50. Some players find this method to be entirely un-necessary and forces many players to make elaborate farms to reach the elusive half-century. So, with the most recent series of snapshots, Jeb decided he would finally give the massive numbers of players a break and ease the effort required for enchanting. However, while the new enchanting system is okay, it seems that it's just too easy, as I'm sure many players who've played for a while would agree. A fairly simple mining trip with relatively no danger based on the player's methods could return not only ores but also 30+ levels with which the player can simply go home and spend on a shiny new sword. So, I propose a simple solution inspired by the fact that the new system is easy. Perhaps, there should be 4 systems of enchanting which would be directly correlated to the difficulty of the game.
Peaceful Mode: The 12w22a Method Linear leveling with a Level 30 enchanting maximum. Same amount of experience needed to obtain level 30 as needed to achieve level 1.
Easy Mode:The 12w23a Method Semi-linear leveling with a Level 30 enchanting maximum. Same amount of experience needed to obtain level 16 as needed to achieve level 1. Levels 17 and up require more experience per level
Normal Mode:The Proposition Semi-linear leveling with a Level 50 enchanting maximum. Same amount of experience needed to obtain level 26 as needed to achieve level 1. Levels 27 and up require more experience per level
Hard Mode*: The 1.2.5 Method Exponential leveling with a Level 50 enchanting maximum. Each level requires more experience than the previous level.
These systems not only seem like a simple solution but they should be simple to execute as well given that mojang has already coded three out of four experience systems! So fellow minecrafters, if you stumble upon this post and agree with the presented ideas, comment your ideas, show your support, and help Version 1.3 FINALLY solve the debate of the experience/enchanting system.
Since the fabled Adventure Update many a minecrafter has decked their gear and equipment out with enchantments galore, however as many know, it requires a lot of time and effort to get a "maximum level" enchantment given that you lose the vast majority of your experience on death and the need to kill over 900 standard hostile mobs to finally reach level 50. Some players find this method to be entirely un-necessary and forces many players to make elaborate farms to reach the elusive half-century. So, with the most recent series of snapshots, Jeb decided he would finally give the massive numbers of players a break and ease the effort required for enchanting. However, while the new enchanting system is okay, it seems that it's just too easy, as I'm sure many players who've played for a while would agree. A fairly simple mining trip with relatively no danger based on the player's methods could return not only ores but also 30+ levels with which the player can simply go home and spend on a shiny new sword. So, I propose a simple solution inspired by the fact that the new system is easy. Perhaps, there should be 4 systems of enchanting which would be directly correlated to the difficulty of the game.
Peaceful Mode: The 12w22a Method
Linear leveling with a Level 30 enchanting maximum.
Same amount of experience needed to obtain level 30 as needed to achieve level 1.
Easy Mode: The 12w23a Method
Semi-linear leveling with a Level 30 enchanting maximum.
Same amount of experience needed to obtain level 16 as needed to achieve level 1.
Levels 17 and up require more experience per level
Normal Mode: The Proposition
Semi-linear leveling with a Level 50 enchanting maximum.
Same amount of experience needed to obtain level 26 as needed to achieve level 1.
Levels 27 and up require more experience per level
Hard Mode*: The 1.2.5 Method
Exponential leveling with a Level 50 enchanting maximum.
Each level requires more experience than the previous level.
These systems not only seem like a simple solution but they should be simple to execute as well given that mojang has already coded three out of four experience systems! So fellow minecrafters, if you stumble upon this post and agree with the presented ideas, comment your ideas, show your support, and help Version 1.3 FINALLY solve the debate of the experience/enchanting system.
*Hardcore Mode included
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Curse Premium+1 for you!
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
Irony in the first degree.