Why is anything that would make the game slightly easier considered op?
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-It should simply be a magical jar you deposit xp into, not levels, xp (This would prevent you from killing 2 zombies, depositing a level, and repeating).
-As more xp is placed into the jar, the jar would begin to glow brighter and brighter and vice-verse.
-The jar would have a limit as to how much xp it would store, after reaching that, you simply cannot deposit more into the jar, only withdraw. No exploding, no wasting all your xp, and no violently killing you. It would simply sit there, full.
-In-order to get your xp back, you simply use the jar and select the option to withdraw xp, enter the amount, and select ok. You wouldn't have to break the jar to do so.
-Breaking the jar should release all of the xp inside of it in random patterns, Kinda like a weak explosion, but of xp, and COMPLETELY HARMLESS. It should only release a certain percentage of the experience though (lets say...half), so as to punish this method of collection. Although you should still get the jar back though, as the materials to make it would be rare and would be wasted in one accidental misplacement.
-The xp you put in it would not change over time and would remain constant. However, to prevent a person from storing infinite amounts of xp in one jar, the limit as to how much xp one could store should be relatively low. How about enough to go from level zero to 10? Admittedly, the person could still store infinite xp, but would have to go through much more effort to do so, and frankly would have earned it.
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Really quite simple and not complicated at all.
The recipe is a little tougher to nail down though.
I think that having muiltiple lids for different xpcaps would be a good idea. I think that depositing/withdrawing xp should be done with a gui and allow you to enter a specific amount.
Instead of it having a GUI I would make it so it takes your experience at a rate of 10 EXP/tick that you stand within punching range. If you overdraw/ would go into negative XP, it kills you. Dying like this would make the jar (and all EXP in it) disappear.
To get you EXP back you must break the jar.
I would like it if the amount of EXP stored changed the block's behavior.
I picture it working something like this:
(EXP points: Effect)
386 and up: Emits light
1471 and up: Hurts on contact
3256 and up: Pulls entities to it. When mobs are killed by it, it automatically absorbs that mobs EXP
5741 and up: Explosive when broken. Power level of charged creeper.
8575 and up: Emits portal particles. I know this would look bad with the current picture, I think it should look unnatural.
8925 and up: Instantly explodes. All stored EXP is lost.
NEW IDEAS
For if the orbs are memories:
The jar is placed next to your bed. When you sleep, it stores half(rounded down) of your EXP points. Punching the jar breaks the stopper and returns all EXP. The jar could hold up to %"CAPLEVEL x 25"%. Trying to store more than that will give you a message somewhere along the lines of "You had a nightmare! Too many bad memories..." and you will not be able to sleep.
The reasoning behind this is twofold.
From the makes-sense perspective, the jar acts as dream catcher. The more interesting your day, the more interesting your dreams. A day with lots of monster killing you will have a lot of EXP, so more will be stored.
From a balance perspective, In all likely hood you will never be able to store much more than 3/4 of your EXP. Because beds can only be used once per day there is a limit on how fast you can store your EXP. Thusly, there will still be incentive to stay alive, as you will still have some EXP on your character.
This method would also eliminate the need for any kind of GUI.
Your thoughts?
If you agree with any of this, hit the green + please. If you disagree, say why.
Nice idea negative. But I just don't like it as much as the gui idea. No particular reason that I can think of, I just do. No offence intended. BTW you know the + is white, not green.
Cucumber
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"Any sufficiently advanced technology is indistinguishable from magic."
Nice idea negative. But I just don't like it as much as the gui idea. No particular reason that I can think of, I just do. No offence intended. BTW you know the + is white, not green.
Cucumber
Thanks!
My dislike of the GUI stems from the fact that it would probably involve the entering of numbers, which wouldn't fit very well with the existing GUIs.
Why so it is! I never really processed that.
My dislike of the GUI stems from the fact that it would probably involve the entering of numbers, which wouldn't fit very well with the existing GUIs.
Why so it is! I never really processed that.
Your welcome.
You have a good point with that. Maybe we could have a slider and you slide it to the level you want. Not really sure.
I didn't notice until I saw it in some guys sig.
Cucumber
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"Any sufficiently advanced technology is indistinguishable from magic."
One issue I see, with regards to how to get your XP back.
If you smash the jar and the XP "pops out", this could cause huge lag issues in smp. This is what happened in the first place. You used to drop all your xp when you died. Now you drop significantly less.
In order to avoid this, new orbs would have to be added. They would look the same, but store amounts like 10,100,1K,10K. This way you would only drop a handful of orbs, not over 900 "stuff".
This is the only solution I can think of. Because if you avoid using the orbs, it would have to be done through a UI when right clicking the jar. But that would require more coding too. Also, if you did it through a UI, what would happen if you broke the jar? With no XP popping out, would all the XP be lost? If it wasn't lost, would it stay "in" the jar in your inventory? If so, I think that would be OP. I don't think you should be able to carry loaded jars. They should be stationary only.
If you dont want people to steal like i suggested earlier to stop people griefing your xp make it so the jar shoots tnt randomly for 1 minute after the griefer uses it. This kills the grieferand youmight get his items if your lucky.
Yay! Gypsies back. More stupid ideas that we can laugh at! Woohoo. As for that idea to prevent griefers... NO ONE LIKES IT! Just give it up, this jar will never explode, NEVER! Also welcome back we missed you :biggrin.gif:
Cucumber
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic."
I would think 1 jar stores only 10 leves, and when broken gives you the jar and the exp SEPARATE.
The jar could be crafted with glowstone dust and 1 diamond at the bottom, just the same shape as a glass bottle. I LOVE this idea, +1 for you my good sir.
Yay! Gypsies back. More stupid ideas that we can laugh at! Woohoo. As for that idea to prevent griefers... NO ONE LIKES IT! Just give it up, this jar will never explode, NEVER! Also welcome back we missed you :biggrin.gif:
Cucumber
Thanks for the welcome back. I see no problem with a jar exploding as it stops griefers? A passcode just wouldnt fit in with minecraft, however, tnt would as it is already part of the game
I would think 1 jar stores only 10 leves, and when broken gives you the jar and the exp SEPARATE.
The jar could be crafted with glowstone dust and 1 diamond at the bottom, just the same shape as a glass bottle. I LOVE this idea, +1 for you my good sir.
Level 10 costs 225 exp
Level 50 costs 4625 exp
So to store 10 levels, it would take 1 jar
To store 50 levels, it would take 20.5 jars (4625/225)
That would be allot of jars, just for the max enchantment level.
Let's calculate a more reasonable number of jars for containing 50 levels worth of exp.
Here are some numbers for you to look at. Assuming it takes X jars to store level 50 exp's worth, the max level per jar would be Y. Y is rounded to the nearest whole number.
As you can see, it gets pretty unreasonable for any max levels under 15. I think 4 bottles to contain all 50 levels of exp would be best. This would make max level per jar be 24.
Thanks for the welcome back. I see no problem with a jar exploding as it stops griefers? A passcode just wouldnt fit in with minecraft, however, tnt would as it is already part of the game
Lol detect sarcasm man. Anyway, the problem with the jar exploding is simple. Think of single player. This would ruin worlds and destroy creations. For SMP just hide it well to keep it from griefers.
Cucumber
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"Any sufficiently advanced technology is indistinguishable from magic."
There are now Bottles o' Enchanting in Creative mode. How about being able to fill empty bottles with experience? Holding right click with one in your hand will slowly drain your EXP into it. When it smashes, it only drops it's contents.
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I am meowing at my lung’s fullest. I would even argue that the echo that reverberates back to me is the voice of someone I know…
There are now Bottles o' Enchanting in Creative mode. How about being able to fill empty bottles with experience? Holding right click with one in your hand will slowly drain your EXP into it. When it smashes, it only drops it's contents.
This is still useful, the bottle o' enchanting is only in creative, and if it's added to survival it is still different to this. This is a thing to store your xp, the bottle o' enchanting is an xp boost. Different ideas.
Cucumber
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic."
Saying it's unlike any other GUI present is like saying signs don't exist.
I don't view signs as a GUI in the same sense that crafting tables, furnaces and chests have GUIs. With signs it displays what you enter, with the others, it interprets it. The jar is a storage unit not a display.
I think that having muiltiple lids for different xpcaps would be a good idea. I think that depositing/withdrawing xp should be done with a gui and allow you to enter a specific amount.
NEW IDEAS
For if the orbs are memories:
The jar is placed next to your bed. When you sleep, it stores half(rounded down) of your EXP points. Punching the jar breaks the stopper and returns all EXP. The jar could hold up to %"CAPLEVEL x 25"%. Trying to store more than that will give you a message somewhere along the lines of "You had a nightmare! Too many bad memories..." and you will not be able to sleep.
The reasoning behind this is twofold.
From the makes-sense perspective, the jar acts as dream catcher. The more interesting your day, the more interesting your dreams. A day with lots of monster killing you will have a lot of EXP, so more will be stored.
From a balance perspective, In all likely hood you will never be able to store much more than 3/4 of your EXP. Because beds can only be used once per day there is a limit on how fast you can store your EXP. Thusly, there will still be incentive to stay alive, as you will still have some EXP on your character.
This method would also eliminate the need for any kind of GUI.
Your thoughts?
If you agree with any of this, hit the green + please. If you disagree, say why.
Cucumber
Thanks!
My dislike of the GUI stems from the fact that it would probably involve the entering of numbers, which wouldn't fit very well with the existing GUIs.
Why so it is! I never really processed that.
Your welcome.
You have a good point with that. Maybe we could have a slider and you slide it to the level you want. Not really sure.
I didn't notice until I saw it in some guys sig.
Cucumber
If you smash the jar and the XP "pops out", this could cause huge lag issues in smp. This is what happened in the first place. You used to drop all your xp when you died. Now you drop significantly less.
In order to avoid this, new orbs would have to be added. They would look the same, but store amounts like 10,100,1K,10K. This way you would only drop a handful of orbs, not over 900 "stuff".
This is the only solution I can think of. Because if you avoid using the orbs, it would have to be done through a UI when right clicking the jar. But that would require more coding too. Also, if you did it through a UI, what would happen if you broke the jar? With no XP popping out, would all the XP be lost? If it wasn't lost, would it stay "in" the jar in your inventory? If so, I think that would be OP. I don't think you should be able to carry loaded jars. They should be stationary only.
[My Suggestion] Safes/ Locked Chests http://www.minecraftforum.net/topic/881982-a-safe-vault-a-balanced-approach/
Cucumber
The jar could be crafted with glowstone dust and 1 diamond at the bottom, just the same shape as a glass bottle. I LOVE this idea, +1 for you my good sir.
CLICK HIM
Thanks for the welcome back. I see no problem with a jar exploding as it stops griefers? A passcode just wouldnt fit in with minecraft, however, tnt would as it is already part of the game
Level 10 costs 225 exp
Level 50 costs 4625 exp
So to store 10 levels, it would take 1 jar
To store 50 levels, it would take 20.5 jars (4625/225)
That would be allot of jars, just for the max enchantment level.
Let's calculate a more reasonable number of jars for containing 50 levels worth of exp.
Here are some numbers for you to look at. Assuming it takes X jars to store level 50 exp's worth, the max level per jar would be Y. Y is rounded to the nearest whole number.
X:Y
1:50
2:35
3:28
4:24
5:22
6:20
7:18
8:16
9:15
10:15
...
20:10
As you can see, it gets pretty unreasonable for any max levels under 15. I think 4 bottles to contain all 50 levels of exp would be best. This would make max level per jar be 24.
[My Suggestion] Safes/ Locked Chests http://www.minecraftforum.net/topic/881982-a-safe-vault-a-balanced-approach/
Lol detect sarcasm man. Anyway, the problem with the jar exploding is simple. Think of single player. This would ruin worlds and destroy creations. For SMP just hide it well to keep it from griefers.
Cucumber
There are now Bottles o' Enchanting in Creative mode. How about being able to fill empty bottles with experience? Holding right click with one in your hand will slowly drain your EXP into it. When it smashes, it only drops it's contents.
This is still useful, the bottle o' enchanting is only in creative, and if it's added to survival it is still different to this. This is a thing to store your xp, the bottle o' enchanting is an xp boost. Different ideas.
Cucumber
+1 :wink.gif:
Cucumber
Support shields replacing parrying here! (Click it)
I don't view signs as a GUI in the same sense that crafting tables, furnaces and chests have GUIs. With signs it displays what you enter, with the others, it interprets it. The jar is a storage unit not a display.