Losing everything in your inventory and all your levels is a very harsh punishment for death, especiallyif it lands in lava and you can't get it back. I die all the time very far down in caves and lose too much. Maybe losing 5 levels or something could be less harsh.
But why? Just how easy do you want the game to be? I mean, I'd understand if dying was really really common but it really isn't and it just makes sense to lose everything when you die, ahh so many reasons I can't put into words right now but I think it's evident that there's no support from me on this.
Remember that the game is a survival sandbox after all, not a rpg, the penalty need to be strong because that's the way the game tell you that you're doing something wrong in your methods of "surviving" and that you need to be more careful.
The punishment for death is fine as it is, and always was since Survival Mode was introduced!
No support. If you want to lower the punishment for death, there are commands that disable the loss of items when you meet a tragic end.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
The Meaning of Life, the Universe, and Everything.
The game is already too easy, the ability to keep items and XP upon death will make it even much easier and will teach the player nothing. You won't learn from the experience, you CAN jump off the Ender as much as you please or run into a hoard of hostile mobs without fear cause you know you won't be affected.
I support this completely, but since so many others don't I'll say that maybe there should be different levels for it. Easy, you should keep all items and xp. Normal, you keep items and lose xp, hard is like the original lose everything. I've been recently fiddling around with the end, and I've been hating it. the dragon would kill me when I'm trying to find my items, it wouldn't let me get up onto the tower. every time I died, I had to gather up all of my stuff, in which time the Dragon could toss me around like a sock puppet, or breathe fire right onto my sword keeping me from grabbing it. I died like 15 times just trying to poof the last crystal. and things only got worse when I got to the extended end. I couldn't get anywhere without ender pearls, but I'm always super cautious to not hit the side of the island and die, I couldn't have fun in the end cities because I was always playing defensive so I wouldn't die. even when I did. eventually I just went into spectator mode and just flew to my items as fast as I could, just to have another try.
The point is, the game is a lot harder than the mechanics should cater to. with the constant fear of dying, I would either rage quit, resort to cheating, or have a bad time dying over and over to unfair means just to scramble to get them back in time. there's a common point in the other comments, "You won't learn anything", two things: one, are we four? when we see "You died" chances are that we know that's a bad thing. it means we start from our housess again, and we have to walk back, or try and find the place we were again. we're not saying to remove the dying feature here. Two, probably most games aren't that punishing. imagine if that thing happened in skyrim. and they disappear after a few minutes. people would change that immediately. another point commonly made: "How would that be realistic to keep your items?" how would it be realistic to wake up in bed after DYING!? and then to go fly around with your elytra and some fireworks to find the place where you died, and gather up your 256(4 stacks) cubic meters of solid stone, 4 tools made of diamond, a set of armor, also made of diamond, and a portable pocket dimension(ender chest) and put them all in your pockets. I've also heard some say that you need to learn to be careful, to that I say: why not learn to get good at fighting? most games allow you to make mistakes to learn, but minecraft says "Screw you! you mess up, you lose your items, good luck finding them from under the mob of endermen that killed you literally 5000 blocks away from you" it leads to not want to adventure because you don't want to risk your good items you worked so hard for. again, imagine if skyrim worked like that. "yeah, I would try and do that cave, but I just made my new sword that does 200 damage per hit" instead of how it should be: "Aw yeah, who wants a piece of me and my new sword!", "Legendary dragon? cool, haven't seen one of those yet, let's see if I can kill it.". yeah, it's a survival game, but should that mean it should stop being fun, oh yeah, it's fun to win. but what happens when something is a bit harder than you bargained for? is that learning to be more careful? is that your "incentive not to die"? yes, because that was my problem, I just needed to not die. why didn't I think of that.
in conclusion, most of these other comments just consist of "git gud nub" which I don't think needs rebutting. I'm going to be using Keep inventory at true, and I'm going to be having a fun time, just getting better at the game, and trying to find cool items. and dare I say, "Adventuring"
I personally always play with keep inventory on, because I just don't find it fun to lose hours of hard work to something as common as lava and lag, and grinding for xp is a pain without a farm. Personally, I think one should keep their hard-earned xp, and items as valuable as iron or greater shouldn't burn in lava or be destroyed by cacti and instead bounce towards the nearest safe block.
Supported. Keep inventory mod is a darksouls lovers mod. Keep your crafted equipment/baubles etc loose your items like blocks and ore and exp. Fair yet punishing. Bye bye diamond stack but thank god I still have my sword I spent a WEEK to make.