I don't support this. Dying should cause some losses to the player or else it becomes completely meaningless. In many cases, the player dies and yet still can retrieve all or almost all their entire inventory. In some instances, they can even end up better off because their hunger is replenished when they respawn. The loss of XP is sometimes the only penalty for dying. In addition, XP levels are designed to get harder to get as you go higher; that is, you can get Level 1 XP with fewer orbs than it takes to get Level 30 XP. If the player is able to put their XP in a bottle, they could get to 30 Levels by collecting far fewer orbs than the player who keeps their XP on them. This potentially penalizes the better player who dies less frequently and, therefore, is less afraid of losing their XP by dying.
I don't support this. Dying should cause some losses to the player or else it becomes completely meaningless. In many cases, the player dies and yet still can retrieve all or almost all their entire inventory. In some instances, they can even end up better off because their hunger is replenished when they respawn. The loss of XP is sometimes the only penalty for dying. In addition, XP levels are designed to get harder to get as you go higher; that is, you can get Level 1 XP with fewer orbs than it takes to get Level 30 XP. If the player is able to put their XP in a bottle, they could get to 30 Levels by collecting far fewer orbs than the player who keeps their XP on them. This potentially penalizes the better player who dies less frequently and, therefore, is less afraid of losing their XP by dying.
You have opened my eyes! I do not support anymore.
I don't support this. Dying should cause some losses to the player or else it becomes completely meaningless. In many cases, the player dies and yet still can retrieve all or almost all their entire inventory. In some instances, they can even end up better off because their hunger is replenished when they respawn. The loss of XP is sometimes the only penalty for dying. In addition, XP levels are designed to get harder to get as you go higher; that is, you can get Level 1 XP with fewer orbs than it takes to get Level 30 XP. If the player is able to put their XP in a bottle, they could get to 30 Levels by collecting far fewer orbs than the player who keeps their XP on them. This potentially penalizes the better player who dies less frequently and, therefore, is less afraid of losing their XP by dying.
I agree with you. As good as this idea is, I do see the unfairness that is pretty much there. I just hope this dont explode into another flame war over someone shooting down an idea.
I agree with you. As good as this idea is, I do see the unfairness that is pretty much there. I just hope this dont explode into another flame war over someone shooting down an idea.
I don't support this. Dying should cause some losses to the player or else it becomes completely meaningless. In many cases, the player dies and yet still can retrieve all or almost all their entire inventory. In some instances, they can even end up better off because their hunger is replenished when they respawn. The loss of XP is sometimes the only penalty for dying. In addition, XP levels are designed to get harder to get as you go higher; that is, you can get Level 1 XP with fewer orbs than it takes to get Level 30 XP. If the player is able to put their XP in a bottle, they could get to 30 Levels by collecting far fewer orbs than the player who keeps their XP on them. This potentially penalizes the better player who dies less frequently and, therefore, is less afraid of losing their XP by dying.
I now regret giving this a +1. I don't support this anymore. Unless someone manages to change my mind.
Well its the truth the only time you absolutly cannot regather your lost inventory is when a walking corpes pushes you into the lava, even then at least two of your items MAY land on the stone floor.
I do actually like the idea in general, just not the execution. Or I should say, flat out being levels that go into the bottle. I would like it better being actual xp that goes into it than a full level. That way even if you are high level it will not be same amount of levels gained from the bottle as it would when low level using it. Flat rate xp.
Of course I think it should just be a flat rate that will cost a bit of xp when making it; so there would be more than just a bottle for the ingredients, and somewhat a cost for jarring up xp.
Reading ups post I still would half like this idea if done at least similar to what I have in mind, and a bit more balanced to some degree. There is no rule in the game that says either way that something has to be fair/unfair, except for the player themself.
For me I just look at it from a standpoint that I would store xp if I had the chance, even if it costs a small amount to do so. That way I could store up a bit and try several times to get the enchants I want rather than having to resort to exit/wo/saving... Which I don't really enjoy doing unless it happens to be to get fortune III or Silk Touch, which are the only two that I always have trouble getting within the first few tries. Nothing like playing survival without one eventually, but not very good when one is a survival builder that needs certain blocks...
Anyway I only half Like the idea... 50-50 for reasons I stated.:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Exactly. We should keep in eye on him. He could have some sort of master plan to brainwash us all.
In the realm of fair and honest debate - making valid points, evenly strongly, does not constitute "brainwashing" nor does it constitute a flame war unless people start deviating from discussing the points and resort to personal insults.
A good example of a strong debate response is Tamorr's post below. She clearly disagrees with me, but instead of launching a personal attack she has logically attacked my points. As a result, I am convinced to agree with her approach. It does mitigate my concern and makes the proposal fairer; and, with her modifications, I can now support this idea.
I do actually like the idea in general, just not the execution. Or I should say, flat out being levels that go into the bottle. I would like it better being actual xp that goes into it than a full level. That way even if you are high level it will not be same amount of levels gained from the bottle as it would when low level using it. Flat rate xp.
Of course I think it should just be a flat rate that will cost a bit of xp when making it; so there would be more than just a bottle for the ingredients, and somewhat a cost for jarring up xp.
Reading ups post I still would half like this idea if done at least similar to what I have in mind, and a bit more balanced to some degree. There is no rule in the game that says either way that something has to be fair/unfair, except for the player themself.
For me I just look at it from a standpoint that I would store xp if I had the chance, even if it costs a small amount to do so. That way I could store up a bit and try several times to get the enchants I want rather than having to resort to exit/wo/saving... Which I don't really enjoy doing unless it happens to be to get fortune III or Silk Touch, which are the only two that I always have trouble getting within the first few tries. Nothing like playing survival without one eventually, but not very good when one is a survival builder that needs certain blocks...
Anyway I only half Like the idea... 50-50 for reasons I stated.
Like I said before, I like this idea but I do see the slight unfairness. I like Tamorr's points too. So here is my two-cents worth of a suggestion for this. have a maximum level cap per bottle. Not so much where about 6 or so bottles you are up to level 30, but not so minicule that you have to break 60 bottles to get level 30.
Say like every bottle can contain up to 2 1/2 levels. this way after you get done juicing your gear. you have a bit left over that you have to carry with until you have enough to either store or use.
On that note... make it where you have to have at least 5 levels to store 2 1/2. that way you have the bottle, the XP to store and the XP to "can" the Xp you want to store away
Like I said before, I like this idea but I do see the slight unfairness. I like Tamorr's points too. So here is my two-cents worth of a suggestion for this. have a maximum level cap per bottle. Not so much where about 6 or so bottles you are up to level 30, but not so minicule that you have to break 60 bottles to get level 30.
Say like every bottle can contain up to 2 1/2 levels. this way after you get done juicing your gear. you have a bit left over that you have to carry with until you have enough to either store or use.
On that note... make it where you have to have at least 5 levels to store 2 1/2. that way you have the bottle, the XP to store and the XP to "can" the Xp you want to store away
Having at least 5 levels to store 2 1/2 does nothing to mitigate the "curve" of each level costing more orbs when you get higher up in levels. Per the Wiki:
"This works out as follows:
If your current level is 15 or below, you need a static 17 experience to gain the next level.
For current levels from 16 to 29, each level takes 3 more experience, amounting to (3 * currentLevel) - 28) experience to gain another level.
At and above level 30, each new level takes 7 more experience, totalling (7 * currentLevel) - 148."
To go from Level 0 to 1 needs 17 orbs. To go from Level 4 to 5 still needs 17 orbs. To go from Level 16 to 17 needs 20 orbs. to go from Level 31 to 32 needs 27 orbs. If you can dump your XP into a bottle keeping the XP on you below 16, each Level in the bottle costs you fewer orbs than it would by keeping the Levels accumulating on your person (45 fewer orbs to get to Level 30 by my calculation or about an 8% difference... not really "slight" or "miniscule" IMO).
Just to mitigate this difference, the 12 bottles that would take to store 30 levels of XP (as you propose) at 2.5 Levels each would have to cost you (collectively) 2.64 Levels of XP to make (per Tamorr's idea of charging XP to make the bottles).
Nope sorry. Do not support this at all. It isn't possible to put xp into bottles because if you have 15 levels and put it in and die, you spawn with 0 but you get lets say 10 levels and get your 15 from bottles. It doesn't convert like that. You would actually have something like 20 levels... just pointless drop it.
Nope sorry. Do not support this at all. It isn't possible to put xp into bottles because if you have 15 levels and put it in and die, you spawn with 0 but you get lets say 10 levels and get your 15 from bottles. It doesn't convert like that. You would actually have something like 20 levels... just pointless drop it.
.... and then there's that side of it to be considered as well. The amount of XP you lose when you die is also "curved." Back to not supporting myself even with Tamorr's modifications.
What if instead of storing levels we store exp orbs? That way it would cost the same amount of exp to use or not use the bottles to achieve level 30.
Also it would be good that you should get charged 3 exp orbs for every bottle you enchant, that way you can store exp BUT it will cost you more to get to level 30 because you are using the required exp orbs to get to level 30 + the 3 exp orbs you are using to enchant each exp bottle. I think that this way would be "fair" because it can help you but it will cost you more.
Because making glass bottles is very easy, I think there needs to be some drawback to storing XP so that there is still some risk that players lose XP by dying. Such drawbacks could include; requiring a certain amount of XP to be able to store it, or a fee you would have to pay (of some kind) to store the orbs. I like the idea though!
What if instead of storing levels we store exp orbs? That way it would cost the same amount of exp to use or not use the bottles to achieve level 30.
Also it would be good that you should get charged 3 exp orbs for every bottle you enchant, that way you can store exp BUT it will cost you more to get to level 30 because you are using the required exp orbs to get to level 30 + the 3 exp orbs you are using to enchant each exp bottle. I think that this way would be "fair" because it can help you but it will cost you more.
Also I support this idea, +1
X crafter seems to have changed my mind. I do agree that you should give up a certain amount of orbs so you can store xp in a bottle. You won't get ALL your levels back after all, but it is worth it.
X_crafter seems to have changed my mind. I do agree that you should give up a certain amount of orbs so you can store xp in a bottle. You won't get ALL your levels back after all, but it is worth it.
Seems that you change your mind very easily on this topic, I understand you because this could be very useful to the game but become easily OP so we need to find a way to make this work without being OP.
Seems that you change your mind very easily on this topic, I understand you because this could be very useful to the game but become easily OP so we need to find a way to make this work without being OP.
Welcome to the support team again bro!
Or, you just gave a good reason to change my mind. lol
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I agree with you. As good as this idea is, I do see the unfairness that is pretty much there. I just hope this dont explode into another flame war over someone shooting down an idea.
I now regret giving this a +1. I don't support this anymore. Unless someone manages to change my mind.
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Of course I think it should just be a flat rate that will cost a bit of xp when making it; so there would be more than just a bottle for the ingredients, and somewhat a cost for jarring up xp.
Reading ups post I still would half like this idea if done at least similar to what I have in mind, and a bit more balanced to some degree. There is no rule in the game that says either way that something has to be fair/unfair, except for the player themself.
For me I just look at it from a standpoint that I would store xp if I had the chance, even if it costs a small amount to do so. That way I could store up a bit and try several times to get the enchants I want rather than having to resort to exit/wo/saving... Which I don't really enjoy doing unless it happens to be to get fortune III or Silk Touch, which are the only two that I always have trouble getting within the first few tries. Nothing like playing survival without one eventually, but not very good when one is a survival builder that needs certain blocks...
Anyway I only half Like the idea... 50-50 for reasons I stated.:D
Exactly. We should keep in eye on him. He could have some sort of master plan to brainwash us all.
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In the realm of fair and honest debate - making valid points, evenly strongly, does not constitute "brainwashing" nor does it constitute a flame war unless people start deviating from discussing the points and resort to personal insults.
A good example of a strong debate response is Tamorr's post below. She clearly disagrees with me, but instead of launching a personal attack she has logically attacked my points. As a result, I am convinced to agree with her approach. It does mitigate my concern and makes the proposal fairer; and, with her modifications, I can now support this idea.
Say like every bottle can contain up to 2 1/2 levels. this way after you get done juicing your gear. you have a bit left over that you have to carry with until you have enough to either store or use.
On that note... make it where you have to have at least 5 levels to store 2 1/2. that way you have the bottle, the XP to store and the XP to "can" the Xp you want to store away
Having at least 5 levels to store 2 1/2 does nothing to mitigate the "curve" of each level costing more orbs when you get higher up in levels. Per the Wiki:
"This works out as follows:
- If your current level is 15 or below, you need a static 17 experience to gain the next level.
- For current levels from 16 to 29, each level takes 3 more experience, amounting to (3 * currentLevel) - 28) experience to gain another level.
- At and above level 30, each new level takes 7 more experience, totalling (7 * currentLevel) - 148."
http://www.minecraft...wiki/ExperienceTo go from Level 0 to 1 needs 17 orbs. To go from Level 4 to 5 still needs 17 orbs. To go from Level 16 to 17 needs 20 orbs. to go from Level 31 to 32 needs 27 orbs. If you can dump your XP into a bottle keeping the XP on you below 16, each Level in the bottle costs you fewer orbs than it would by keeping the Levels accumulating on your person (45 fewer orbs to get to Level 30 by my calculation or about an 8% difference... not really "slight" or "miniscule" IMO).
Just to mitigate this difference, the 12 bottles that would take to store 30 levels of XP (as you propose) at 2.5 Levels each would have to cost you (collectively) 2.64 Levels of XP to make (per Tamorr's idea of charging XP to make the bottles).
.... and then there's that side of it to be considered as well. The amount of XP you lose when you die is also "curved." Back to not supporting myself even with Tamorr's modifications.
Also it would be good that you should get charged 3 exp orbs for every bottle you enchant, that way you can store exp BUT it will cost you more to get to level 30 because you are using the required exp orbs to get to level 30 + the 3 exp orbs you are using to enchant each exp bottle. I think that this way would be "fair" because it can help you but it will cost you more.
Also I support this idea, +1
X crafter seems to have changed my mind. I do agree that you should give up a certain amount of orbs so you can store xp in a bottle. You won't get ALL your levels back after all, but it is worth it.
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Seems that you change your mind very easily on this topic, I understand you because this could be very useful to the game but become easily OP so we need to find a way to make this work without being OP.
Welcome to the support team again bro!
Or, you just gave a good reason to change my mind. lol
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