The #1 reason I quit Runescape a few months back was that I realized I wasted years of my life grinding away to level up skills so I can do what? Access a new floor in Dungeoneering? Fish shark with bare hands? Travel through agility-savvy shortcuts?
I didn't purchase Minecraft so that I'm forced to do the same exact thing I did on Runescape. Otherwise I'd go back to that game instead. Minecraft is a sandbox game first and an RPG second, and I'll be damned if I'm going to accept the fact I may have to grind again so I can do things I USED to do before 1.8.
Thats the beauty of the system, as revealed so far: Its transient.
By its very nature, you lose it all when you die, so there is no expectation that you will be grinding on it for 3 years to max it out. Its a fast level. Notch obtained the first level from the experience dropped by a chicken.You go up fast, you are expected to fall back down. This dynamic is fairly different from anything we are used to, and practically the antithesis of runescape's leveling. If you did grind, it would go by quickly. The natural experience gain from playing the game looks like it would be significant.
I highly, highly doubt he will lock out content for being a low level. Notch knows that is not a good design, and that design would completely fail with his levelign system. He mentioned skills; bonuses to things like mining speed and such would work great with such a system. They are appreciated, and you don't want to lose them. Death would have weight. However, they are also unnessecarry. You can get by without them, so losing them is not ruinous to the game. They become the temporary powerup, the reward for staying alive and not dying.
Beleive me, I understand your concerns, but I don't think they are going to be relevant.
Thats the beauty of the system, as revealed so far: Its transient.
By its very nature, you lose it all when you die, so there is no expectation that you will be grinding on it for 3 years to max it out. Its a fast level. Notch obtained the first level from the experience dropped by a chicken.You go up fast, you are expected to fall back down.
This concept is very similar to Cave Story. I only hope giving the player so many reasons not to die doesn't encourage more rage quiting. I've met countless rage quiters on servers. Thanks to their deadly hobbies of swimming in lava mostly.
Thats the beauty of the system, as revealed so far: Its transient.
By its very nature, you lose it all when you die, so there is no expectation that you will be grinding on it for 3 years to max it out. Its a fast level. Notch obtained the first level from the experience dropped by a chicken.You go up fast, you are expected to fall back down. This dynamic is fairly different from anything we are used to, and practically the antithesis of runescape's leveling. If you did grind, it would go by quickly. The natural experience gain from playing the game looks like it would be significant.
I highly, highly doubt he will lock out content for being a low level. Notch knows that is not a good design, and that design would completely fail with his levelign system. He mentioned skills; bonuses to things like mining speed and such would work great with such a system. They are appreciated, and you don't want to lose them. Death would have weight. However, they are also unnessecarry. You can get by without them, so losing them is not ruinous to the game. They become the temporary powerup, the reward for staying alive and not dying.
Beleive me, I understand your concerns, but I don't think they are going to be relevant.
I'm all fine and happy if leveling increases efficiency in performing tasks rather than restrict, and death losing all the levels is pretty balanced.
1- I'm guessing the vanilla leveling system will be minor and mostly exist to benefit modding. Then again, why add it if it doesn't change gameplay.
2- What if leveling increases stuff like walking/fighting/mining, but an unleveled character functions just as well as in current minecraft? That way if you ignore that feature not much changes (except more sparkles when you kill things). Would the option to grind be enough to turn you off?
2- What if leveling increases stuff like walking/fighting/mining, but an unleveled character functions just as well as in current minecraft? That way if you ignore that feature not much changes (except more sparkles when you kill things). Would the option to grind be enough to turn you off?
Not being obligated to grind is fine, but being forced to grind to do new things that you're originally restricted from is when it gets bad.
Leveling is not an "RPG element". It's an element sometimes used in modern RPGs.
RPGs are role playing games. Games with heavy emphasis on immersion, story progression, inter-character interaction and character development. It has nothing to do with "leveling".
Thats the beauty of the system, as revealed so far: Its transient.
By its very nature, you lose it all when you die, so there is no expectation that you will be grinding on it for 3 years to max it out. Its a fast level. Notch obtained the first level from the experience dropped by a chicken.You go up fast, you are expected to fall back down. This dynamic is fairly different from anything we are used to, and practically the antithesis of runescape's leveling. If you did grind, it would go by quickly. The natural experience gain from playing the game looks like it would be significant.
I highly, highly doubt he will lock out content for being a low level. Notch knows that is not a good design, and that design would completely fail with his levelign system. He mentioned skills; bonuses to things like mining speed and such would work great with such a system. They are appreciated, and you don't want to lose them. Death would have weight. However, they are also unnessecarry. You can get by without them, so losing them is not ruinous to the game. They become the temporary powerup, the reward for staying alive and not dying.
Beleive me, I understand your concerns, but I don't think they are going to be relevant.
This concept is very similar to Cave Story. I only hope giving the player so many reasons not to die doesn't encourage more rage quiting. I've met countless rage quiters on servers. Thanks to their deadly hobbies of swimming in lava mostly.
I'm all fine and happy if leveling increases efficiency in performing tasks rather than restrict, and death losing all the levels is pretty balanced.
1- I'm guessing the vanilla leveling system will be minor and mostly exist to benefit modding. Then again, why add it if it doesn't change gameplay.
2- What if leveling increases stuff like walking/fighting/mining, but an unleveled character functions just as well as in current minecraft? That way if you ignore that feature not much changes (except more sparkles when you kill things). Would the option to grind be enough to turn you off?
Not being obligated to grind is fine, but being forced to grind to do new things that you're originally restricted from is when it gets bad.
RPGs are role playing games. Games with heavy emphasis on immersion, story progression, inter-character interaction and character development. It has nothing to do with "leveling".