Alright, here comes the Ogre with another one of his lengthly, complex ideas on rpg, levelling and stuff ... NAY! This be much simpler me laddies!
Vigour is a 'trait' the player can improve and a players vigour level is the same as the vanilla experience orb level. The players vigour increases his resistance against impact damage from melee combat and environmental impact. The levelling buff is a small, configurable, percentage of impact damage reduction, is proportional to the vigour level of the player and capped at a configurable maximum level. Upon knock-out, the player loses much of his vigour and will experience an immersive effect of being mortally wounded as he will have to recover to regain his lost vigour.
As I am playing on TOS, where enchanting is completely disabled, and there are still experience orbs exploding from both vanilla and mod added mobs. But there is no effective use to them other than naming objects on an anvil (repairing is much resource-efficient when combining two worn-off items). Even the risk of losing them upon a knockout is meaningless. So, I pondered a simple way to make this mechanism meaningful to the players without becoming too game-changeing.
Provide a simple, easily codable mechanism that:
- makes use of the acquired vanilla experience orb levels,
- provides a justifiable and moderately effective reward in combat,
- encourages players to act less carelessly as the cost of losing experience upon a knockout ('death') will be significant,
- encourages players to keep them mining, baking and forging, and
- doesn't encourage grinding without additional risk.
Assumptions & Starting Points
- Given the fact that any new NPC still generates experience orbs, I assume these shiny dots will be in the mods gameplay environment for ages to come.
- My guess is that the enchanting/enhancement system may eventually be changed, but it will take quite some time before Mevans will come to that(*). Whether or not that be based on experience orbs or another experience system, or on a different mechanism seems irrelevant. Therefore, a simple intermediate solution may be feasible to please many players with the 'comfort' of being awarded for acquiring and keeping experience orb levels.
- Any levelling system that results in buffs of player strength will lead to grinding(**). We should not refrain from designing a fun and player rewarding levelling system for a vast majority of fair-play roleplay survival players, just because there will always be a minority of foul players who seek to abuse the mechanism through grinding.
(* Until now, there has never been any verifiable feedback yet by any mod team member or Mevans on any of the suggestions relating to this on this wiki. Not on my proposals, nor on those by other contributors. So, we must assume that even the starting points for any new system are yet 'undecided', otherwise they would have already been able to narrow down the range of our suggestion options on that feature.)
(** "The grinders gonna grind." ~ObviousOgre.)
- A players Vigour is represented by the experience orb level. A players 'Vigour' can be interpreted as a combined trait. Increased vigour is a result of combined enhancement of a players traits through experience. These traits can be assumed: health, resilience, hardiness, agility, stamina, endurance, anticipation and perseverance. To keep it simple: we only use 'Vigour'.
- Each 'Vigour' level (= experience orb level) adds 0.5 % (example value) to impact reduction from any incoming physical impact damage originating from melee combat or environmental effects. It will not affect impact damage from any ranged weapons! To keep it simple, it is recommended to also exclude damage from status effects like nausea, blindness, whither and poison, although this may be included if deemed appropriate. The example value would imply that a player with 30 experience orb levels gets 15 % less impact damage from a blow by a Warhammer, a fall from height or a bump by an Aurochs.
- It will be useful to set a cap on the maximum effect, but as the experience orb cost per level increases dramatically with each level, I don't think that would even be necessary in all cases. If desirable, for instance when a server staff doesn't want to be bothered by checking on despicable grinding behaviour, a fixed cap is recommended, for instance at level 100, to make the maximum effect 50 % reduction on incoming melee & environmental damage.
- The feature should have two configurable parameters: 1) the linear effect increase per level (default 0,5 %, min-max 0,2-0,8 %) and 2) the cap level (default 100, min-max 20-100). These are recommended values, not based on any tuning experience yet, but on best experienced guess based on other systems.
- The feature should be configurable as 'enabled/disabled' for both single player mode and for server owners. It will be recommendable for servers that allow for enchanting, to disable this feature or set the two main parameters to relatively low values. In any case, if this feature is enabled, it is recommended to enforce loss of experience upon 'death'.
- Any other levelling reward I could think of would encourage NPC grinding more than this one. The advantage of this levelling mechanism is that the levelling rewards are only effective in situations where players expose themselves to risk of losing it all: in direct melee combat.
- Of course, I still recommend to implement this and this anyway.
- At 5 % per 10 levels, the maximum effect is practically limited to 15-50 %, dependent on how cautious a player is. Note that to increase your 'Vigour' level with 10, you must acquire more than double the experience orbs you already have.
- A justifiable explanation for this mechanism may be to assume that experience from combat, slaughtering, crafting or forging required a player to put effort in training his skills and traits. The result of which makes a player better fit to dodge any impact, to absorb impact energy and recover from damage. So, the effect may be considered a combined result of enhanced traits of the player, as mentioned above. I pondered it would be most appropriate to name this combined trait a players Vigour. If a player gets knocked out, his vigour will be 'reset' and the player will need work on regaining vigour.
- Note that this simple system contributes significantly to the immersiveness of experiencing a 'knock-out' (minecraft death, in my interpretation). Reason is that when you have tens of vigour levels and get a knockout and lose all but 5 of them (as is the case on TOS), you, as a player, experience the fact that you have been wounded severely and need to recover to regain the vigour level you had before the knock-out.
- As such, the system itself is completely compatible with the more advanced trait system as proposed here. The fact that the acquired vigour level gives a buff in itself, needs to be compensated when adding more buffs from other traits of course.
Possible addition / alternative
- The higher your vigour, the higher the chance foes will retreat from you.
- Now, when your alignment is -500 or lower, many normal powered foes have a chance to run away from you. Vigour could affect either the treshold alignment or the chance foes will retreat.
- Fun aspect of this will be that grinders will be faced with increased difficulty to attack NPCs without putting themselves in more risky situations.
Yes, these are solely my thoughts, spit out after chewing on them for a while. Now, please bring up your thoughts so I may be able to improve on this, or convince me of the meaninglessness of it all, whatever you feel is most appropriate. Thank you!
Edit: Thanks a lot for all constructive feedback until now! I've made quite some meaningful additions thanks to them. ~Alte