[QUOTE=Takuat;31332813]So a system similar to Oblivions? I don't know any other games that use that system so don't kill me.[/QUOTE]Morrowind also has this system, i believe. Don't quote me on that, i havent played it in a long time.
YES. That is how ALL XP systems should work. Having just ONE experience bar for EVERYTHING is a bad thing, IMO, as you could just do anything and choose what you want to improve as if it were just spare cash. The way XP systems SHOULD work is that you have lots of catergories of things that one does, and doing things in a specific catergory gradually increases your experience for said catergory. For example, if I focus on Swordfighting, I should get more EXPERIENCED at Swordfighting, whereas if I focus on Pig Riding, I get better at Pig Riding.
Personally, I think that Minecraft's XP should be like this; the general Experience is basically a sort of "amplifier" and "focus", as in when you perform an activity you are focusing on, the Experience is consumed and used to increase your skill concerning said activity. Basically it'd be kinda like a merging of basic General XP systems and the (mostly) non-generic Elder Scrolls/Fallout styles of advancement (although there's still an unfocused experience system there concerning upgrading "Character Points", where you level up your character after levellng up a certain number of skills), with a sort of MacGuffin Resource thrown in to power the learning process. If so, Experience Orbs should not only drop from certain monsters, but since the game's about mining there should be a sort of "Experience Ore" as well.
I just hope Notch is taking a similar approach and not dumbing everything down for the ignorant unsophisticated arseho- I mean the kiddies, since that wouldn't settle too well with those who enjoy a more focused experience.
Also, I hope that if we can talk to and interact with NPCs, certain dialogue-related actions should maybe give XP as well, or alternatively make it so that talking to NPCs is a skill to master, where doing stuff such as getting information, using persuasion, bartering with merchants, these are things you would need to practice doing and eventually mastering them.
I don't think leveling up needs to have a reward at all. I'd be happy if it was just for bragging rights, Minecraft doesn't need to be that complex.
My objective for Minecraft:
Build shit.
Avoid Creepers.
[QUOTE=ironman17;31334556]-hugeinsightfulargumentsnip-[/QUOTE]
I respectfully disagree. What if, for example, I found swordfighting at level one to be too difficult? In my opinion, I should be able to take my experience from mining and pour it into getting a headstart on something else.
Personally i'm just being realistic, since in real life, does one practice hard at one subject and get skilled in an unrelated subject? I don't think they do, although motivational energy might play a similar role that makes things easier. But in general, no, at school I don't get better at art after a rousing (NOT) session of long division. Although I guess that mining and fighting are somewhat similar, since both involve hitting things until they die or break (or both, in the case of some soft-boned Zombie or a brittle Golem), but then again looking for weak points in the rock and vulnerable parts of a living/unliving creature might be similar, but they're still pretty much separate and not too closely related.
Besides, skill in Swordfighting would probably be limited to improving one's ability to deal critical strikes or blocking, whilst one can easily fend off a Zombie even at the start of the game with a titchy Wooden Sword, so long as you are able to keep just out of the fiend's festering grasp and land enough blows. If you can't manage THAT, I feel sorry for you. However, for more complex enemies as you progress into more hostile and "advanced" biomes (an idea I promoted in another thread), you'd probably need to get better at Swordfighting or Hammerfighting or Archery or whatever.
However, learning skills similar to other skills should have some sort of "shared learning" (is that the right word) kinda thing, where practicing one skill would give a small bonus to related skills, like practicing Mining would give a small learning bonus to Woodcutting.
Also, should critical hits be applicable to working with blocks (Mining, Digging, Woodcutting) as well, or should crits stick to damaging Mobs? If the former, there should be separate crit-chances for different types of material, so that your epic crit-chance that you have linked to Fighting skills doesn't mean that you can easily deal crits to Rocks/Ores, Soils or Woods, since as mentioned before looking for weak-points on living things isn't the same as looking for weak sections in Trees or cracks in the Stone.
[QUOTE=ironman17;31334556]YES. That is how ALL XP systems should work. Having just ONE experience bar for EVERYTHING is a bad thing, IMO, as you could just do anything and choose what you want to improve as if it were just spare cash. The way XP systems SHOULD work is that you have lots of catergories of things that one does, and doing things in a specific catergory gradually increases your experience for said catergory. For example, if I focus on Swordfighting, I should get more EXPERIENCED at Swordfighting, whereas if I focus on Pig Riding, I get better at Pig Riding.[/QUOTE]
Minecraft is supposed to be somewhat simple. Why not just make it so that repeating lots of the same thing causes you to gradually gain XP slower so you level up more efficiently by doing everything each level?
[QUOTE=Takuat;31332813]So a system similar to Oblivions? I don't know any other games that use that system so don't kill me.[/QUOTE]
Dwarf Fortress has a system akin to that.
[QUOTE=ironman17;31337386]Personally i'm just being realistic[/QUOTE]
You went wrong here.
This is minecraft, it's not suppose to be a hyper-realism game.
I still don't get why people are mad at this idea. Get over it, it's not your game, it's Mojang's. Not everything is going to be developed exactly the way you want it to. And even if you DON'T like it for some "a bloo bloo bloo it doesn't belong in Minecraft" reason, there is definitely going to be an option to disable it, or hell, even a [I]mod[/I] to disable it.
I don't understand why people want it toggleble, it's like Magicka friendly fire and Rougelikes sheer difficulty, it's part of the game and makes it what it is. If it is toggleable, it should be an option when generating the world but is fixed afterwards.
People don't want exp / permadeath?
Solution: Play on peaceful and stop whining. Notch isn't going to make every single feature in the entire game toggleable, stop asking for it damn it. It's annoying.
[QUOTE=ironman17;31337386]-walloftextIreadthewholethingsnip-[/QUOTE]
Well, there could be a skill like "strength" that boosts and is leveled up by other skills, such as mining and fighting. You do have a good point though, I used a bad example with swordfighting at level one.
Strength seems more like a Character Attribute, but I guess that one could get "Strength XP" for working with related skills, with better Strength improving how well you can learn skills that fall under that Attribute. That'd work well enough.
[QUOTE=V12US;31327771]If you die with permadeath, you'll have to buy a new account.
Haha, imagine the outrage.[/QUOTE]
Except Alpha buyers, never have to pay again.
[img]https://lh6.googleusercontent.com/-a8C2clU8L8Y/Ti7odj_JD9I/AAAAAAAAB5U/l6X-GWdbZrk/s1024/2011-07-26_18.14.06.png[/img]
New mob
Oh god slenderman
[editline]26th July 2011[/editline]
OH GOD THEY MOVE BLOCKS
Well, no more minecraft.
Note to self: Make walls of at least 5 blocks thick, with the middle block being lava. Also, the 4th layer from the outside is obsidian.
slendermob.
I want one as a pet- I shall call him Mr.Sticky, and he shall do my bidding.
Where's the source for this?
[QUOTE=Takuat;31332813]So a system similar to Oblivions? I don't know any other games that use that system so don't kill me.[/QUOTE]
Actually, I had taken the idea from Final Fantasy II, which was the first game in history to do so. I agree with Ironman17, there should be a skill tree that you can open up and there would be a list of a skills such as mining, woodcutting, smelting etc. and right next to them there would be an experience bar with a number next to it to represent levels and as you gained more levels, you gained bonuses.
Perhaps you could click on a skill and a window would open and there would be a list of abilities that would be grayed out that would become available as you gained levels. Each of these would include faster mining speed, increased chance to get more ore etc.
And as Stat wise, like in FF II, you could gain more strength by killing monsters or by mining or woodcutting. And you could increase your health/damage resistance by being attack over and over again by monsters, or by falling over and over again.
[img]http://filesmelt.com/dl/2011-07-26_18.14_.06_.png[/img]
I don't think he's standing under a tree.
Also, there are A LOT of them in this picture, they just blend in with the darkness [i]really[/i] well.
:ohdear: That's terrifying. Source?
Source is notch's Google+
[QUOTE=That Ninja;31348262]Also, there are A LOT of them in this picture, they just blend in with the darkness [i]really[/i] well.[/QUOTE]
Thank god for the new lighting engine
oh my god those things are fucking terrifying, time to start making houses out of bedrock
They better stay the fuck away from my house.
Thanks for the MS Painted picture, I think we saw everything there, though. I hope they have leveling not restrict anything but simply have perks/skills that would benefit your character.
NoNoNoNoNoNo! NO! The longer you play, the bigger the risk of dying there is. That means that you can get a crap ton of things and get your ass kicked and lose it all. When it should be easy. I want it toggle-able. Also, Permadeath? No. No. No. I'm standing by the fact that it would be fun - But it would get annoying and harsh too quickly.
[QUOTE=nimaratu;31369945]NoNoNoNoNoNo! NO! The longer you play, the bigger the risk of dying there is. That means that you can get a crap ton of things and get your ass kicked and lose it all. When it should be easy. I want it toggle-able. Also, Permadeath? No. No. No. I'm standing by the fact that it would be fun - But it would get annoying and harsh too quickly.[/QUOTE]
Perma death does not mean you permanently die
it means you loose your levels and your items
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