Hi everyone, this is my first post in the Minecraft Forums (even though I've owned the game since version 1.2).
What I've done is that I have created (a theory-crafted) skill tree to use the experience orbs found in the 1.8 update!
You'll notice that with this skill tree, it will take quite a few 'levels' to actually max everything out. The goal of my skill diagram is to ensure that each point only gives a small increase, so that a level 20 player won't be absolutely crushed by a level 50 player. When you first spawn / respawn, you start at level zero.
You'll notice that other than a small health bonus gained from one of the skills, you are still very much susceptible to dying! This was intentional, because if players were allowed to shrug off 50% of enemy damage, enemies wouldn't be very scary anymore and the game would be a LOT less exciting.
Lets try to keep the replies constructive. I would love to see this tree or a skill tree like this one in version 1.9!
this is a brilliant idea. lets just hope the people (like me) who were ripped off during 1.8 and can no longer run the game will be able to play in 1.9
Rollback Post to RevisionRollBack
Yes, I did join on Setember 11. No, I am not a terrorist.
I think that skills with raw number increases should be avoided. They're just boring. The game should be more dynamic and less like a spreadsheet. So anything with a percentage or flat increase of any number could be skipped.
Lets take a systematic approach to this.
You have monsters: Skeletons, Zombies, Creepers, Silverfish, Endermen, Ghasts, Pigmen and Spiders.
You have tools: Pickaxe, Shovel, Hoe, Axe and Fishing Rod
You have weapons and armor: Sword, Bow, Chest, Helmet, Legs and Boots
You have damage types: Falling, Fire, Monsters, Explosion and Hunger
You have environments: Night, Day, Rain and Underground
I'll merge damage types and environments for the skills.
Here are my suggestions. Skip a "talent tree" gimmick since its been done to death. Allow any ability to be learned each level or every other level.
Monster Related Abilities: Skeleton's have no brains: If an enemy hurts you while a skeleton is targeting you then it has a chance to change targets to that enemy. I've seen too many Zombie movies: Every time you hear a zombie say "Brains" you gain a slight speed buff. Stacks several times. That's just creepy: Striking a creeper causes it to follow you for several seconds like a dog. (Now how do you dispose of it?) *Shivers* I hate spiders: Striking a spider with an arrow roots it in place, creating a cobweb along with it. Ender-- what? Staring at en Enderman for a few seconds causes it to lose its ability to teleport. It also makes it mad.
Tool Related Abilities: Off to work we go: Destroying a block of coal ore, iron ore, gold ore, redstone or diamonds has a chance of also destroying every adjacent block of the same type. Lawn care is important: Placing a dirt block next to a grass block will turn it into a grass block instantly. Also, Increased rate of digging for sand and gravel. Seeds, seeds and more seeds: Destroying grass with a hoe has a much greater chance of dropping seeds. It also has a very small chance of dropping pumpkin and melon seeds. Also, walking on tilled soil while carrying a hoe no longer damages it. TIMBER!!!!!: Destroying a log block with an axe has a chance of also destroying every other log block in the tree. However, the axe is still damaged as if it had cut every block itself. I love seafood: The chance of catching a fish is increased. For one day after catching a fish, all health regeneration is slightly quicker.
Weapon and Armor Related Abilities: Engarde!: Chance on hit for burst of health regeneration or guaranteed string of critical hits. Once one of the two effects occurs it can't occur again for a few minutes. I should of brought my pointy ears: Any enemy struck by an arrow is knocked back. Also, chance on hit for the arrow to pass through the target and continue its trajectory. The Midas touch: Any enemy that you kill while you're wearing a chest piece has a chance of dropping one piece of the material your armor is made of. The drop chance diminishes with higher quality armor. (Diamond armor has an extremely low chance) I hear you: Creepers have a faint sound when they walk while you're wearing a helmet. These boots were made for walking: No seriously, this time the boots were made for walking. You now walk slightly faster. After walking for a few seconds you pick up speed, this buff disappears once you stop moving. This does not affect your sprinting speed.
Environment Abilities: I should be in a circus: You take reduced damage from falling. Also, no fall will reduce you below half a heart. Warm and toasty: When near a fire source you regenerate health slightly quicker. I'm so full: A full hunger stays full for much longer before dropping. If the hunger bar isn't full then it drops slightly quicker than before. Singing in the rain: The radius at which you will attract a monster's attention is reduced when you're in the rain. This only lasts while you're actually IN the rain. Sunrise and sunset: You randomly regenerate a few ticks of health and hunger every sunrise and sunset. The amount of each you regenerate is random. This regeneration occurs over the course of the next few seconds.
Note: I've avoided any numbers. I think it should be kept that way to allow for "Behind the scenes" balancing and to keep the game from becoming too much of a numbers game. Naturally some people will figure out the numbers anyways.
Note 2: I avoided any mention of stronghold or nether monsters since there's likely to be more in the future and these places will change.
What I've done is that I have created (a theory-crafted) skill tree to use the experience orbs found in the 1.8 update!
You'll notice that with this skill tree, it will take quite a few 'levels' to actually max everything out. The goal of my skill diagram is to ensure that each point only gives a small increase, so that a level 20 player won't be absolutely crushed by a level 50 player. When you first spawn / respawn, you start at level zero.
You'll notice that other than a small health bonus gained from one of the skills, you are still very much susceptible to dying! This was intentional, because if players were allowed to shrug off 50% of enemy damage, enemies wouldn't be very scary anymore and the game would be a LOT less exciting.
Lets try to keep the replies constructive. I would love to see this tree or a skill tree like this one in version 1.9!
Thank you for your time,
-Veratule
Lets take a systematic approach to this.
You have monsters: Skeletons, Zombies, Creepers, Silverfish, Endermen, Ghasts, Pigmen and Spiders.
You have tools: Pickaxe, Shovel, Hoe, Axe and Fishing Rod
You have weapons and armor: Sword, Bow, Chest, Helmet, Legs and Boots
You have damage types: Falling, Fire, Monsters, Explosion and Hunger
You have environments: Night, Day, Rain and Underground
I'll merge damage types and environments for the skills.
Here are my suggestions. Skip a "talent tree" gimmick since its been done to death. Allow any ability to be learned each level or every other level.
Monster Related Abilities:
Skeleton's have no brains: If an enemy hurts you while a skeleton is targeting you then it has a chance to change targets to that enemy.
I've seen too many Zombie movies: Every time you hear a zombie say "Brains" you gain a slight speed buff. Stacks several times.
That's just creepy: Striking a creeper causes it to follow you for several seconds like a dog. (Now how do you dispose of it?)
*Shivers* I hate spiders: Striking a spider with an arrow roots it in place, creating a cobweb along with it.
Ender-- what? Staring at en Enderman for a few seconds causes it to lose its ability to teleport. It also makes it mad.
Tool Related Abilities:
Off to work we go: Destroying a block of coal ore, iron ore, gold ore, redstone or diamonds has a chance of also destroying every adjacent block of the same type.
Lawn care is important: Placing a dirt block next to a grass block will turn it into a grass block instantly. Also, Increased rate of digging for sand and gravel.
Seeds, seeds and more seeds: Destroying grass with a hoe has a much greater chance of dropping seeds. It also has a very small chance of dropping pumpkin and melon seeds. Also, walking on tilled soil while carrying a hoe no longer damages it.
TIMBER!!!!!: Destroying a log block with an axe has a chance of also destroying every other log block in the tree. However, the axe is still damaged as if it had cut every block itself.
I love seafood: The chance of catching a fish is increased. For one day after catching a fish, all health regeneration is slightly quicker.
Weapon and Armor Related Abilities:
Engarde!: Chance on hit for burst of health regeneration or guaranteed string of critical hits. Once one of the two effects occurs it can't occur again for a few minutes.
I should of brought my pointy ears: Any enemy struck by an arrow is knocked back. Also, chance on hit for the arrow to pass through the target and continue its trajectory.
The Midas touch: Any enemy that you kill while you're wearing a chest piece has a chance of dropping one piece of the material your armor is made of. The drop chance diminishes with higher quality armor. (Diamond armor has an extremely low chance)
I hear you: Creepers have a faint sound when they walk while you're wearing a helmet.
These boots were made for walking: No seriously, this time the boots were made for walking. You now walk slightly faster. After walking for a few seconds you pick up speed, this buff disappears once you stop moving. This does not affect your sprinting speed.
Environment Abilities:
I should be in a circus: You take reduced damage from falling. Also, no fall will reduce you below half a heart.
Warm and toasty: When near a fire source you regenerate health slightly quicker.
I'm so full: A full hunger stays full for much longer before dropping. If the hunger bar isn't full then it drops slightly quicker than before.
Singing in the rain: The radius at which you will attract a monster's attention is reduced when you're in the rain. This only lasts while you're actually IN the rain.
Sunrise and sunset: You randomly regenerate a few ticks of health and hunger every sunrise and sunset. The amount of each you regenerate is random. This regeneration occurs over the course of the next few seconds.
Note: I've avoided any numbers. I think it should be kept that way to allow for "Behind the scenes" balancing and to keep the game from becoming too much of a numbers game. Naturally some people will figure out the numbers anyways.
Note 2: I avoided any mention of stronghold or nether monsters since there's likely to be more in the future and these places will change.