Experience orbs will likely have some kind of useful purpose eventually. When they do it's going to ruin PvP combat in multiplayer games.
What if you want to have a friendly game of spleef over a pool of lava without losing all your xp each time you lose? Death having a penalty is great for adventuring, but what about lethal sports where you want to be able to die over and over again without it being an issue?
Here's a solution: The XP Altar.
A gold block would be craftable into the XP altar, a Notch-shaped golden statue you can right click on to pray to preserve your precious xp.
Right clicking on an altar drains away all the player's xp, leaving them at level 0. Right clicking again on any xp altar (doesn't have to be the same one) restores that xp to you, adding it to whatever xp you earned since depositing it. Multiple players can use the same altar since it doesn't have an inventory and xp isn't stored inside of it; the game keeps track of banked xp and it remains linked to the player wherever they go.
Basically, this lets you bank xp for when you expect to die. The catch is that you'd lose whatever benefit the xp provides while it's drained from your body. Just like storing your precious diamond armor somewhere safe while you go off adventuring, if you aren't risking losing it you can't benefit from using it.
Experience orbs will likely have some kind of useful purpose eventually. When they do it's going to ruin PvP combat in multiplayer games.
What if you want to have a friendly game of spleef over a pool of lava without losing all your xp each time you lose? Death having a penalty is great for adventuring, but what about lethal sports where you want to be able to die over and over again without it being an issue?
Here's a solution: The XP Altar.
A gold block would be craftable into the XP altar, a Notch-shaped golden statue you can right click on to pray to preserve your precious xp.
Right clicking on an altar drains away all the player's xp, leaving them at level 0. Right clicking again on any xp altar (doesn't have to be the same one) restores that xp to you, adding it to whatever xp you earned since depositing it. Multiple players can use the same altar since it doesn't have an inventory and xp isn't stored inside of it; the game keeps track of banked xp and it remains linked to the player wherever they go.
Basically, this lets you bank xp for when you expect to die. The catch is that you'd lose whatever benefit the xp provides while it's drained from your body. Just like storing your precious diamond armor somewhere safe while you go off adventuring, if you aren't risking losing it you can't benefit from using it.
Very interesting idea, but this creates multiple complications. as in players can ninja your hard-earned XP. It's an idea, though.
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Here comes Chaos!
I speak English and slight Spanish.
Not a bad idea, not a bad idea indeed. However, I think their should more of a "catch" to having use of one. Perhaps every so often, it takes away like 2-3% of your xp? Because honestly, whatever the xp is for is likely gonna be good, and it shouldn't be easy to come by. If you are constantly storing your xp, then the prize of getting your xp to X level would be easy. For instance, you run in a dungeon, kill stuff, and run out if your about to die. Then you store your xp and go back in. I like the idea, but it needs a little work. Helpful criticism. :wink.gif:
Very interesting idea, but this creates multiple complications. as in players can ninja your hard-earned XP. It's an idea, though.
Players would not be able to steal your xp since you're not actually putting it in the altar, where other players can get at it. It's just being set aside by the Minecraft universe.
You can click on one altar to deposit your xp, then get your xp back from any other altar.
And multiple players can share the same altar, and they will only deposit and retrieve their own xp, not affecting anyone else's.
Not a bad idea, not a bad idea indeed. However, I think their should more of a "catch" to having use of one. Perhaps every so often, it takes away like 2-3% of your xp? Because honestly, whatever the xp is for is likely gonna be good, and it shouldn't be easy to come by. If you are constantly storing your xp, then the prize of getting your xp to X level would be easy. For instance, you run in a dungeon, kill stuff, and run out if your about to die. Then you store your xp and go back in. I like the idea, but it needs a little work. Helpful criticism. :wink.gif:
It really depends what xp ends up being used for. If xp is useful in dangerous situations then you'll need to risk losing it. If you bank it whenever you expect danger you'll never get to use it when you need it.
It's a bit like crafting a diamond sword but then never taking it into a dungeon because you don't want to risk the losing the diamonds.
Perhaps as a alternative penalty players with banked xp will be unable to earn xp either? So you can't bank xp and then go fight a boss not caring if you die or not, because you won't get any xp for it.
What if you want to have a friendly game of spleef over a pool of lava without losing all your xp each time you lose? Death having a penalty is great for adventuring, but what about lethal sports where you want to be able to die over and over again without it being an issue?
Here's a solution: The XP Altar.
A gold block would be craftable into the XP altar, a Notch-shaped golden statue you can right click on to pray to preserve your precious xp.
Right clicking on an altar drains away all the player's xp, leaving them at level 0. Right clicking again on any xp altar (doesn't have to be the same one) restores that xp to you, adding it to whatever xp you earned since depositing it. Multiple players can use the same altar since it doesn't have an inventory and xp isn't stored inside of it; the game keeps track of banked xp and it remains linked to the player wherever they go.
Basically, this lets you bank xp for when you expect to die. The catch is that you'd lose whatever benefit the xp provides while it's drained from your body. Just like storing your precious diamond armor somewhere safe while you go off adventuring, if you aren't risking losing it you can't benefit from using it.
Very interesting idea, but this creates multiple complications. as in players can ninja your hard-earned XP. It's an idea, though.
I speak English and slight Spanish.
Players would not be able to steal your xp since you're not actually putting it in the altar, where other players can get at it. It's just being set aside by the Minecraft universe.
You can click on one altar to deposit your xp, then get your xp back from any other altar.
And multiple players can share the same altar, and they will only deposit and retrieve their own xp, not affecting anyone else's.
It really depends what xp ends up being used for. If xp is useful in dangerous situations then you'll need to risk losing it. If you bank it whenever you expect danger you'll never get to use it when you need it.
It's a bit like crafting a diamond sword but then never taking it into a dungeon because you don't want to risk the losing the diamonds.
Perhaps as a alternative penalty players with banked xp will be unable to earn xp either? So you can't bank xp and then go fight a boss not caring if you die or not, because you won't get any xp for it.