Board Thread:Suggestions forum/@comment-26172435-20151221114104/@comment-26172435-20151221223317

Recneps wrote: My main problem with this is that, as you said, it would encourage grinding too much. You've said stuff about avoiding grinding lots, but I haven't seen anything that would prevent it. If this were added, I would literally just grind until I had maxed everything out.

Without this being added, many players literally just grind until they maxed everything out anyway. I haven't included dedicated mechanisms to discourage or reduce grinding. Yet, I did include adjustments to make it worse as it would be without the adjustments or without the implementation of the suggested system. By setting caps on enchantment levels, lower than current (vanilla), grinding will become less rewarding. Also, raising the costs of enchants will have a similar result. Finally, as the treshhold of getting enchants on weapons, tools and armor will be significantly raised, players by an altered, lore friendly magic/smithing enchantment system, players are encouraged to consider to convert experience in improved character traits. This also compensates for the lowered rewards for enchants and by setting caps on the effects of character trait improvements, the nett 'reward' for grinding will also be reduced.

Overall, any new system will require tuning and balancing. It is not an objective of my proposal per se to annihilate grinding or to provide solutions to minimize it. That would require another, and likely more dramatically different, approach to the rpg experience gain and conversion system than the one presented here. I assume that would go too far in terms of coding efforts and/or even be impossible as it may require re-defining mechanisms of the core minecraft API ... just based on gut feeling, I admit. So, I just mention it as an important point of attention and try to think of system features and separate measures that would not make it worse or even discourage grinding.

To effectively reduce grinding, with the current experience orb gathering system:


 * Disable any portals to the overworld (... and provide some alternative ME material based enchantment table).


 * Improve NPC AI: make them smarter.


 * Make armor weight slow players down and lack of armor speed them up.


 * Reduce the maximum enchantability levels and # enchants per item (as proposed).


 * Implement a system that causes disease among animals when stockpiled too densely.


 * Maybe even disable any experience orb gained from slaying passive mobs / animals.

There may be more options ... the subject is worth a separate suggestion thread in my opinion.