mori
Level 18
What's your Minecraft Username?: yozb
What's the title of your suggestion?: Fishing & Endurance Attribute Redo
What's your suggestion?:
Levelling up attributes (/atr) will provide the player with potion effects to simulate a heightened skill in the subject (with the exception of speed and cooking). I am a player who has reached the maximum level in all, and my experience with these has allowed me to conclude two problems:
Two of these potion effect progressions are redundant:
Fishing: Currently, levelling up finishing will provide you with the Luck potion effect. In Minecraft, Luck affects the quality of enchantment table rolls and quality of fishing loot. However, SRP overrides the vanilla fishing system with their own. As far as I'm aware, the custom system's probabilities and loot does not take luck into account.
Endurance: Endurance is an attribute that rewards you for having well-balanced attributes, being the average of Speed, Acrobatics, Swimming, and Fishing. As you progress this attribute more, it will raise the potion effect level of Water Breathing. However, Minecraft will grant you infinite oxygen levels underwater as long as you have any level of water breathing applied. This causes the incredible feat of maximizing your endurance level making the reward feel like a slap in the face. You are rewarded for barely leveling endurance, and everything after that becomes redundant.
Solutions:
Unless it already does, which I'm not certain of, the Fishing plug-in should take into account the player's Luck effect level and take that into account when deciding fish loot.
Endurance more urgently needs a rehaul. I propose for Endurance to provide the effect that it once did: Additional Maximum Health (more hearts). I am sure there are more solutions but regardless, the current system needs to change.
How will this benefit the server and community?:
The incentivization for players to level up attributes should be rewarded with effects that are not useless.
What's the title of your suggestion?: Fishing & Endurance Attribute Redo
What's your suggestion?:
Levelling up attributes (/atr) will provide the player with potion effects to simulate a heightened skill in the subject (with the exception of speed and cooking). I am a player who has reached the maximum level in all, and my experience with these has allowed me to conclude two problems:
Two of these potion effect progressions are redundant:
Fishing: Currently, levelling up finishing will provide you with the Luck potion effect. In Minecraft, Luck affects the quality of enchantment table rolls and quality of fishing loot. However, SRP overrides the vanilla fishing system with their own. As far as I'm aware, the custom system's probabilities and loot does not take luck into account.
Endurance: Endurance is an attribute that rewards you for having well-balanced attributes, being the average of Speed, Acrobatics, Swimming, and Fishing. As you progress this attribute more, it will raise the potion effect level of Water Breathing. However, Minecraft will grant you infinite oxygen levels underwater as long as you have any level of water breathing applied. This causes the incredible feat of maximizing your endurance level making the reward feel like a slap in the face. You are rewarded for barely leveling endurance, and everything after that becomes redundant.
Solutions:
Unless it already does, which I'm not certain of, the Fishing plug-in should take into account the player's Luck effect level and take that into account when deciding fish loot.
Endurance more urgently needs a rehaul. I propose for Endurance to provide the effect that it once did: Additional Maximum Health (more hearts). I am sure there are more solutions but regardless, the current system needs to change.
How will this benefit the server and community?:
The incentivization for players to level up attributes should be rewarded with effects that are not useless.