Simply stated: Right now the dominant form of XP is from combat and grinders. Mining is a small bonus in 1.3.
Proposal: Make mining the dominant form of XP. Make the XP earned from mining much larger than the XP from combat, and increase the XP needed per enchantment level at the same time.
Intended result: Grinders can still be used, but mining will generate more XP. This means being forced into new areas and having to explore and deal with monsters along the way (or not, if on peaceful).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
This is acceptable, overwhelmingly so when compared to your previous suggestion. I applaud you at finding a different direction to look at the issue, treating the cause and not the symptom.
Seeing as people are still posting in the old one, It's probably best you request it to be locked, at least for a week or so. Maybe include a redirect link prominently in the OP.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The game is mostly based off mining, so you should get at least 75% of your experience from mining.
Maybe give 50% - 75% more experience if you mine, rather than kill mobs?
1. Levels take 3 times as much XP as before
2. Mining and smelting ORE gives 5 times as much XP
3. Smelting non-ore still gives a small amount of XP, like farm animals.
4. Hooks for mods to declare which blocks are mineable ore or smeltable ore.
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5 times as much for mining makes the mining XP dominate.
3 times as much for leveling compensates for the higher XP rate from mining.
Prior to this, the XP from mining isn't as much as combat; this is why the mining XP income goes up faster than the leveling XP cost.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Or leave it as it is, which is the best solution to this non-problem.
I do not agree. If it were not a problem, then people like the OP and myself would not be so adamant that it needed to be changed. Clearly you like the system, because it benefits you, but a game needs to have limiting factors. I personally favour making mob experience scale to the difficulty of the fight, but this would also be good, either alone or in conjunction.
Adventure mode shouldn't really be a problem. Either it is made to be used (as most people believe) with pregenerated maps, in which case random enchantments make little sense, and the mapmaker should probably be giving out enchanted items. Or, failing that, the map maker can simply include potions of enchanting. Alternately, the Adventure mode will become a random-generated RPG, as others have suggested. In this case, it's still not a problem, as the system could simply feature procedurally generated rewards. In either case, the effect should be minimal. You wouldn't be gathering that much experience on an adventure map anyway, and it isn't as though it would be removed altogether.
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This is a great suggestion, gives emphasis on an aspect in the game which is being ignored right now, rewards the player for actually exploring, and something that doesn't affect the community that much.
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Curse PremiumProposal: Make mining the dominant form of XP. Make the XP earned from mining much larger than the XP from combat, and increase the XP needed per enchantment level at the same time.
Intended result: Grinders can still be used, but mining will generate more XP. This means being forced into new areas and having to explore and deal with monsters along the way (or not, if on peaceful).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Seeing as people are still posting in the old one, It's probably best you request it to be locked, at least for a week or so. Maybe include a redirect link prominently in the OP.
How would this proposal effect smelting XP?
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Curse PremiumSmelting rocks for XP ... makes no sense to me.
Well, maybe a SMALL amount -- like killing farm animals. I think smelting ores into nuggets should be 3-5 times as much as smelting rocks.
No good answer. Maybe the adventure map maker should put in XP bottles when you're supposed to earn them?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The game is mostly based off mining, so you should get at least 75% of your experience from mining.
Maybe give 50% - 75% more experience if you mine, rather than kill mobs?
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Curse Premium1. Levels take 3 times as much XP as before
2. Mining and smelting ORE gives 5 times as much XP
3. Smelting non-ore still gives a small amount of XP, like farm animals.
4. Hooks for mods to declare which blocks are mineable ore or smeltable ore.
---
5 times as much for mining makes the mining XP dominate.
3 times as much for leveling compensates for the higher XP rate from mining.
Prior to this, the XP from mining isn't as much as combat; this is why the mining XP income goes up faster than the leveling XP cost.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I do not agree. If it were not a problem, then people like the OP and myself would not be so adamant that it needed to be changed. Clearly you like the system, because it benefits you, but a game needs to have limiting factors. I personally favour making mob experience scale to the difficulty of the fight, but this would also be good, either alone or in conjunction.
Adventure mode shouldn't really be a problem. Either it is made to be used (as most people believe) with pregenerated maps, in which case random enchantments make little sense, and the mapmaker should probably be giving out enchanted items. Or, failing that, the map maker can simply include potions of enchanting. Alternately, the Adventure mode will become a random-generated RPG, as others have suggested. In this case, it's still not a problem, as the system could simply feature procedurally generated rewards. In either case, the effect should be minimal. You wouldn't be gathering that much experience on an adventure map anyway, and it isn't as though it would be removed altogether.
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