One time I noticed that when I had died and gone back to get my items, It gave me enough EXP orbs to put me to level 10. So I spent all my EXP on enchantments and then drowned myself in some water near my spawn. This time, I dropped enough EXP orbs to get to level 5. I spent them on enchanting an item. Suicided again, this time I only got to level 2. Next time, just Level 1, and after that, not even enough to get level 1.
Apparently, every time you die, you drop half as many EXP as you did before. I'm not sure what causes it to reset back to level 10 or maybe higher. It doesn't matter if you spend your skill points or not, you will only drop half as many next time you die.
The Exploit part is this. I grinded up to level 18 and enchanted a brand new diamond pickaxe and got Unbreakable III and Efficiency III. Then I chested my items and drowned myself. Respawned and instantly got 10 more EXP levels to enchant my shovel too. it got the same stats, but at level II for efficiency and unbreakable.
I'm not sure why or what triggers the reset back to getting level 10 when you die. Something for us to figure out.
This a bug in prerelease 4? because in prerelease 3 if I died by say, falling off a cliff to my doom, if I ran back to get the orbs i would only get about a skill point and a half back, even if i had over 12 skill points earned.
here is something to keep in mind. ideas are a dime a dozen, and as soon as the first mod was released for minecraft, limits were imposed onto Mojang. Sure one or two mods at the start was easy for Mojang to develop around without being seen as copying, but now there are so many mods that its nearly impossible for Mojang to add anything to the game without stepping on some mod developers work.
But we've also heard this story before. World of Warcraft pulled popular ideas from the modding community, and Apple is well known for improving on already existing technology. The MP3 player wasn't anything new, but the iPod made it a mass marketable product.
If I were a mod developer, I would have two feelings on the matter. First, I would feel happy that Mojang added a feature I came up with to the game, but at the same time I would feel a bit upset since I put all that work into it. Then again, its not like Mojang copied the code wholesale, they did their own version, so they too put work into it.
in the end, its hard to say so-and-so did it first, because these things have all been done before in the medium of games. Potions in video games were around long before Minecraft, possibly even before the original Legend of Zelda was released, but citation needed on that comment.
I guess, but XP abuse is going to be pretty easy. Build a mob trap but instead of shoving the mobs into lava and collecting loot, just drop them into a one block think room. Stab them in the legs until they die, collect experience and loot, voila.
it already is easy, just go to the Nether with a Strength potion, some decent armor and sword, then kite around a group of 6 or 7 zombie pigmen and farm up the xp and gold. Reminds me of AOE grinding on my Mage back in WoW.
on the topic of the nether, in specific to gold nuggets. We should be able to break down ingots into nuggets again, maybe for a form of currency.
meh, we already have currency, its called 'blocks'. I want your ABC blocks and you want my XYZ blocks. We figure its an even trade, so we trade. No need to do a separate currency, especially with something like gold nuggets.
Id rather Mojang simply gave us a Trading interface, as opposed to trying to come up with some economy system that could introduce many more bugs than its worth.
I would probably release Minecraft in a hurry and retire with all my money instead of putting up with these infinite and unrealistic "wants". Heh, everyone here in this thread is throwing out content that would probably make more than 70% of the community ***** about how much they dislike it.
instead of tossing out unverifiable stats, how about you counter some of the ideas with your reasons why they wouldn't be good or wouldn't work
I would have made Strongholds into "progressive" content. Basically, when you create a world, 1 Stronghold is spawned in an unexplored region. The Stronghold would have a surface entrance that visually makes it known to anyone that it is a Stronghold. Inside would be mobs and a boss. Once you defeat the Boss, a block is left that can be triggered to respawn the boss, allowing you to fight the boss again if you so choose. You could also break the block to remove any possibility of the boss respawning. IN ADDITION, when the boss is first defeated, another Stronghold is spawned into the world in another unexplored region.
Each Stronghold would get progressively larger as well as harder to find, slowly losing the "noticeable surface entrance" and becoming more and more underground. Harder SH's could also simply be a bridge to a portal that takes you to a Nether Stronghold.
At first there could be maybe 5 or 6 different Bosses, with 3 or 4 alternate versions of each (one is normal, one takes more damage to kill, one deals more damage, and the forth is a combo of 2 and 3). This would allow for between 15 and 24 bosses overall, 15-24 dungeons to find, each one harder to find.
So, as most of you already were aware, 1.9 is "planned" to be released before the 18th (spoilers are images; click the links if you'd rather not lag the page):
So my question is: will there even be a 1.10? I'm beginning to think that 1.9 will be the final content patch before the official release in November (excluding the obvious mending of code and the removal of bugs)?
I can only assume that 1.10 will be the code halt. Then Mojang will work on polish for the official 1.0 release
okay, so it will make the game easy, and even though you don't have to ever create a potion stand, its still going to make the game easy? for who, you, or other people? You shouldn't worry about what other people are doing in the game, if they want to use potions, they can.
I keep getting this feeling that people don't like something, and would rather it not be available for anyone to use as opposed to simply not using it themselves.
I have been using Strength potions in the Nether, and I have to say I am not overly impressed with the damage bonus. I am not upset or want it buffed, but its just not as big as its made out to be, even Strength 2.
The Swiftness potions are awesome, helps me cover quite a lot of ground when looking for a new village.
The negative potions are useless at the moment.
Haven't made any health potions yet, havent really had the need to.
The AMD 11.9 Drivers for my Radeon play 1.9p3 perfectly, but RAGE crashes upon launch. After I install the 11.9 RAGE Hotfix drivers (separate from the official 11.9 drivers as of right now), RAGE launches and plays, but MineCraft 1.9p3 wont load to the starting Mojang logo, it just sits at a black screen then gives me a "graphics driver stopped working" error in Windows at the system tray.
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This a bug in prerelease 4? because in prerelease 3 if I died by say, falling off a cliff to my doom, if I ran back to get the orbs i would only get about a skill point and a half back, even if i had over 12 skill points earned.
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It went to the Nether in the form of Nuggets. Farm them up from Zombie Pigmen, and get a ton of XP while youre at it.
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Couldnt you have just tested it in Creative Mode? Give yourself 100 eggs and then have an egg tossing party
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But we've also heard this story before. World of Warcraft pulled popular ideas from the modding community, and Apple is well known for improving on already existing technology. The MP3 player wasn't anything new, but the iPod made it a mass marketable product.
If I were a mod developer, I would have two feelings on the matter. First, I would feel happy that Mojang added a feature I came up with to the game, but at the same time I would feel a bit upset since I put all that work into it. Then again, its not like Mojang copied the code wholesale, they did their own version, so they too put work into it.
in the end, its hard to say so-and-so did it first, because these things have all been done before in the medium of games. Potions in video games were around long before Minecraft, possibly even before the original Legend of Zelda was released, but citation needed on that comment.
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it already is easy, just go to the Nether with a Strength potion, some decent armor and sword, then kite around a group of 6 or 7 zombie pigmen and farm up the xp and gold. Reminds me of AOE grinding on my Mage back in WoW.
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meh, we already have currency, its called 'blocks'. I want your ABC blocks and you want my XYZ blocks. We figure its an even trade, so we trade. No need to do a separate currency, especially with something like gold nuggets.
Id rather Mojang simply gave us a Trading interface, as opposed to trying to come up with some economy system that could introduce many more bugs than its worth.
0
instead of tossing out unverifiable stats, how about you counter some of the ideas with your reasons why they wouldn't be good or wouldn't work
0
Each Stronghold would get progressively larger as well as harder to find, slowly losing the "noticeable surface entrance" and becoming more and more underground. Harder SH's could also simply be a bridge to a portal that takes you to a Nether Stronghold.
At first there could be maybe 5 or 6 different Bosses, with 3 or 4 alternate versions of each (one is normal, one takes more damage to kill, one deals more damage, and the forth is a combo of 2 and 3). This would allow for between 15 and 24 bosses overall, 15-24 dungeons to find, each one harder to find.
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I can only assume that 1.10 will be the code halt. Then Mojang will work on polish for the official 1.0 release
1
I keep getting this feeling that people don't like something, and would rather it not be available for anyone to use as opposed to simply not using it themselves.
I have been using Strength potions in the Nether, and I have to say I am not overly impressed with the damage bonus. I am not upset or want it buffed, but its just not as big as its made out to be, even Strength 2.
The Swiftness potions are awesome, helps me cover quite a lot of ground when looking for a new village.
The negative potions are useless at the moment.
Haven't made any health potions yet, havent really had the need to.
0
The AMD 11.9 Drivers for my Radeon play 1.9p3 perfectly, but RAGE crashes upon launch. After I install the 11.9 RAGE Hotfix drivers (separate from the official 11.9 drivers as of right now), RAGE launches and plays, but MineCraft 1.9p3 wont load to the starting Mojang logo, it just sits at a black screen then gives me a "graphics driver stopped working" error in Windows at the system tray.