/u/PersonAwesome
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I feel like exp and levels are one of those features that everyone just accepts as a part of Minecraft because its been in the game since many of us have been playing.
But honestly, would any of us miss the exp system if it were removed?
Ignoring how stuff like enchanting and mending would work for a second, I want to get in to why I personally don't like exp.
First and foremost, I don't like how it is practically mandatory to build exp farms because of how much you need to do pretty much anything. Using an Enchanting Table is just a loop of enchanting books and then running back to your farm to get more exp until RNGesus decides to finally grace you with what you want. This is one of the major reasons that everyone immediately jumped ship to villager trading once 1.14 dropped. Of course now instead of enchantment RNG, you need to deal with trade rerolling RNG, which is a bit more tolerable.
Even if you completely dodge the enchanting system with villagers, you still have to deal with anvils. Which have an EXPONENTIALLY increasing cost every time you do anything with a tool or armor piece. So you still have to build a farm to deal with those exp costs. That is, until you run into "Too Expensive!"
But even after you get the perfect set of armor still have to build a farm one way or another, because you're going have mending on everything, because you don't want to go through the whole song and dance to grind out good gear again.
So, if experience were removed from the game, what would happen to anvils, mending, and enchanting?
Going in order, here's what I would like to see:
So anvils could just work how they are now, just without the exp cost and the "Too Expensive!" I would also make netherite tools and armor be repairable with gold or diamonds, because a netherite ingot is just too much. Additionally, items could also get a broken state like the elytra. Those last two don't really have anything to do with the removal of exp,
Mending would passively repair your tool or armor. I'd also make it incompatible with Unbreaking and maybe even have tools and armor with mending unable to be repaired in an anvil. Just so mending is an actual choice and not a no brainer.
Enchanting would get the biggest face lift. I'd make each enchantment have a "code" of 3 material components, along with needing lapis. Placing bookshelves would fill out an encyclopedia of these codes as well. So for example Protection I would have a code of leather-stone-diamond and then you could upgrade it to Protection II with iron-stone-diamond. However, you don't NEED to put in all of those items. You could just put in stone. Not only would you save on resources, this method also lets you luck into higher tiers of an enchantment! However, these codes would be designed with a lot of overlap. Stone would be the common ingredient in all of the protection enchantments, and also maybe even one of the curses. So you can either play it safe and get what you want, or you can use this method and save on resources at the cost of possibly not getting what you want or getting a curse. Nearby bookshelves could also decrease the chance of getting a curse.
So that's what I'd do. What do you think of the experience system? Or do you have other ideas for how these systems could work without experience?
submitted by /u/PersonAwesome
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Continue reading...
But honestly, would any of us miss the exp system if it were removed?
Ignoring how stuff like enchanting and mending would work for a second, I want to get in to why I personally don't like exp.
First and foremost, I don't like how it is practically mandatory to build exp farms because of how much you need to do pretty much anything. Using an Enchanting Table is just a loop of enchanting books and then running back to your farm to get more exp until RNGesus decides to finally grace you with what you want. This is one of the major reasons that everyone immediately jumped ship to villager trading once 1.14 dropped. Of course now instead of enchantment RNG, you need to deal with trade rerolling RNG, which is a bit more tolerable.
Even if you completely dodge the enchanting system with villagers, you still have to deal with anvils. Which have an EXPONENTIALLY increasing cost every time you do anything with a tool or armor piece. So you still have to build a farm to deal with those exp costs. That is, until you run into "Too Expensive!"
But even after you get the perfect set of armor still have to build a farm one way or another, because you're going have mending on everything, because you don't want to go through the whole song and dance to grind out good gear again.
So, if experience were removed from the game, what would happen to anvils, mending, and enchanting?
Going in order, here's what I would like to see:
So anvils could just work how they are now, just without the exp cost and the "Too Expensive!" I would also make netherite tools and armor be repairable with gold or diamonds, because a netherite ingot is just too much. Additionally, items could also get a broken state like the elytra. Those last two don't really have anything to do with the removal of exp,
Mending would passively repair your tool or armor. I'd also make it incompatible with Unbreaking and maybe even have tools and armor with mending unable to be repaired in an anvil. Just so mending is an actual choice and not a no brainer.
Enchanting would get the biggest face lift. I'd make each enchantment have a "code" of 3 material components, along with needing lapis. Placing bookshelves would fill out an encyclopedia of these codes as well. So for example Protection I would have a code of leather-stone-diamond and then you could upgrade it to Protection II with iron-stone-diamond. However, you don't NEED to put in all of those items. You could just put in stone. Not only would you save on resources, this method also lets you luck into higher tiers of an enchantment! However, these codes would be designed with a lot of overlap. Stone would be the common ingredient in all of the protection enchantments, and also maybe even one of the curses. So you can either play it safe and get what you want, or you can use this method and save on resources at the cost of possibly not getting what you want or getting a curse. Nearby bookshelves could also decrease the chance of getting a curse.
So that's what I'd do. What do you think of the experience system? Or do you have other ideas for how these systems could work without experience?
submitted by /u/PersonAwesome
[link] [comments]
Continue reading...