Minecraft Name: RailefBear Suggestion: Change in code that restricts the obtention of exp through mining. Reason: It will lower the price of exp (currently ~$2000-2400) to around ~$1500-1800 (My guess) Other Information: Hi! I just remembered that when Kuke wrote the code to eliminate the exp obtained from mining I made a suggestion to Andrew via twitter and then followed up in the forums and he said it was interesting and he'd think more about it. He either decided not to do this or forgot, either way I thought I'd share it and see what others think about this. The main idea is to bring back the exp obtained by mining but with certain restrictions. I was thinking about making this exp gathering something gradual depending on the pick you use. I'll explain myself: An eff7 would yield, for example, 5% or maybe 0% of the usual exp earned by mining. While a plain pick (no eff) would yield the most if not a little more with a bonus. Quick example of what COULD be: Eff7 0% Eff5 10% Eff4 20% Eff3 30% Eff2 50% Eff1 75% "Eff 0" 100% or 110% EDIT: Someone reminded me that eff7 don't yield exp due to them having Silk Touch. With that in consideration, the same principle applies but now eff5 should yield an even lower % of exp. This would make the obtaining of exp through mining a possibility again, harder than it was in the beginning (prior to the restriction of mining exp) and a little easier than it is now. I'm guessing the price of exp would be lower than what it is today ($2000-2400 I believe, for 30 levels) and higher than what it was before the issue (~$500-600) and that it would be around $1600-1800. Of course more details can be made to this suggestion but I just want to share the main idea. Please let me know what you think and also let me know if it was confusing at any point so I can try to clarify it. Link to this plugin: N/A
I also want to add that the main reason why exp obtained from mining was eliminated was due to the high use of eff7 to mine and obtain exp. This gets rid of that. Eff7 won't yield exp while we will still be able to obtain exp through mining, adding 1 more way to obtain exp to the list, which today is quite short.
You can't have exp from mining with silk touch so eff 7 are not the reason exp from mining was removed.
^ Thanks for the clarification. I forgot about eff7 not yielding exp. But the same principle remains, then eff5 would have to yield an even lower % of exp. Thanks NinjaSteve13 !!
Hm. This is an interesting suggestion. Personally I have not been watching the experience market much, nor have I investigated much about the history trend. To my recollection, the purpose of the block was to boost exp prices by lowering the supply. Regardless of the merits of the exp block, one of my concerns when it was instituted was how would newer players be able to acquire exp to improve their tools. I think this suggestion is aimed to try to create a balance, where new players could theoretically get experience to use for enchanting their tools, and as the user ranks up in tools and abilities, the returns diminish, as by then supposedly the user would have more options to do other things. My concern of the suggestion is this: If I use my EFF7 pick to burn through stone and collect lots of ores, I could return /home and use a non eff enchanted pick to reap exp. In fact to be most efficient, I could use my EFF7 to collect, and hand the ores over to a business partners to refine. Both these cases would invalidate the purpose of the suggestion as veteran users could temporarily stand the most to gain, as the new user population catches up to the practice -- and at the very least it creates an additional step that institues a system with results that may look a lot like the original fears of the status quo -- cheap exp prices from mining. Now, I don't remember how long it would take to refine various blocks with a non enchanted pick. Maybe it is possible that the time required for an individual to do this process would be very lengthy, and in the end the $/hr may be very inefficient for veteran users-- if that is the case then it really may benefit new users starting out, and I would support that.
I agree with that OnSceneReporter . I hadn't thought about it as a way to benefit new players but my suggestion certainly fits that idea. As of the eff7 obtention of ores and then refining. I had thought about that too, and I thought that the time requirement would make the job a harder work that would have a good return (working hard, receiving good/fair "payment" for it). If that's the case (obtaining ores then refining them with an eff5) nothing would change. I would then change the suggestion to eff5 yielding 0% exp and then start graduating the exp yield starting from eff4.
We could try testing this out, to see the how the timing works out in the most efficient manner possible to bring light to some of these variables
well considering when i had my eff 7 it took over an hour on most loads with and eff v to fortune/xp all the ores.
hmm This is a very insteresting suggestion. If coding for this is possible, I'd like to see this implemented and how it affects the xp market.
What if we allow normal exp gain from blocks, but only when you don't use fortune or silk touch? This would allow newer users to still make that little extra money from experience before getting better tools and it won't affect the exp market noticeably.
that's another possibility but then you would still be able to mine with eff5 wouldn't you? I think it's a great alternative too though. But I would add to that the restriction of certain eff levels.
I really like this idea! This way you'll have to make a choice between getting more gems or getting xp preventing overflow of gems and xp into the economy!
I think this is certainly an interesting idea, but I'm still not too keen on adding more ways to earn exp to the server.
This would be a great idea to help new players start out, for example breaking a naturally spawned dirt block could give a 1/20 chance of giving the player 1 orb of exp. After breaking approximately 340 (17 X 20) blocks of dirt the player will have dug enough to gotten 1 level. Since 30 levels of exp takes about 835 orbs, a player will have to dig around 16700 blocks of dirt. While this is no easy feat and is still not a good earner of money, it can help newer players earn a few extra bucks every so often. Elaborating on RailefBear's idea to make better tools yield less exp, maybe with these low exp blocks like dirt and stone, each Eff level will cause a smaller chance to gain the exp. For instance with a shovel that has no Eff level on it the chance of exp when breaking dirt would be 1/20, the chance of receiving an exp orb from an Eff 5 shovel would be 1/120. This would add a system where exp farming is practically useless, while helpful at the same time.
were talking about adding xp to ores like quartz,redstone,etc there was never xp on stone or dirt if im correct