Ever not wanted to go plunging into the nether with 60 levels, afraid of losing them? Well, now you don't have to! Store that XP in some slimeballs and have a carefree life! Simply take a slimeball, and right click with it. It'll store 1 level in it and move to a new inventory spot like a water bottle. The XP-filled slimeballs stack to 16. Right-clicking with a XP slimeball will restore the level for use in enchanting.
Instead of storing levels, they would need to store a specific amount of experience points, because I'm pretty sure the exp needed to level up scales up with your level.
Not sure if slimeballs are the best item for this though...
Instead of storing levels, they would need to store a specific amount of experience points, because I'm pretty sure the exp needed to level up scales up with your level.
Not sure if slimeballs are the best item for this though...
Do you have any idea how easy it is to manufacture insane amounts of books?
I mean, logically, they make sense, but I feel a mechanic like this should be earned through combat somehow, so you show you probably aren't going to die without a freak accident or something.
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um, experience isn't an object, why would you be able to store it?
an for the thousandth time this is the reason why you'll never be able to store experience. it's too easily exploitable.
He was talking about exploiting the needed exp scale up system, but if this stored a specific amount of points in every unit, as opposed to levels, that wouldn't be an issue.
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He was talking about exploiting the needed exp scale up system, but if this stored a specific amount of points in every unit, as opposed to levels, that wouldn't be an issue.
It's my opinion that exp should be the same for each level. It's incredibly wasteful for high level enchantments, or even low level enchantments when you have a high level.
My question is, what if someone steals your exp slime balls and uses them?
I'm sure if they added them to the game it wouldn't discriminate who uses them.
My question is, what if someone steals your exp slime balls and uses them?
I'm sure if they added them to the game it wouldn't discriminate who uses them.
Precisely why you'd want to keep them protected and or hidden.
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Isn't the whole point of losing exp to give you a reason not to die? You might as well just not lose exp on easy difficulty.
That's why you should have to earn the ability to do this through combat in my opinion. Be it through storing ep with a mob drop, or only being able to store a large amount of exp at a time, such as enough exp to get through the first 5, 10, or matbe 15 levels, and being unable to store if you're under that (I think books could work for storage if you needed to be at least level 10 or something).
The whole point of this the way I see it is to prevent exp loss through flukes, but only earning the ability to do so after proving you can handle combat.
Do you like mmmmbananas?
Not sure if slimeballs are the best item for this though...
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what about a book?
Do you have any idea how easy it is to manufacture insane amounts of books?
I mean, logically, they make sense, but I feel a mechanic like this should be earned through combat somehow, so you show you probably aren't going to die without a freak accident or something.
To read the haiku that you
Just finished reading
an for the thousandth time this is the reason why you'll never be able to store experience. it's too easily exploitable.
He was talking about exploiting the needed exp scale up system, but if this stored a specific amount of points in every unit, as opposed to levels, that wouldn't be an issue.
To read the haiku that you
Just finished reading
It's my opinion that exp should be the same for each level. It's incredibly wasteful for high level enchantments, or even low level enchantments when you have a high level.
Mostly moved on. May check back a few times a year.
I'm sure if they added them to the game it wouldn't discriminate who uses them.
Precisely why you'd want to keep them protected and or hidden.
That's why you should have to earn the ability to do this through combat in my opinion. Be it through storing ep with a mob drop, or only being able to store a large amount of exp at a time, such as enough exp to get through the first 5, 10, or matbe 15 levels, and being unable to store if you're under that (I think books could work for storage if you needed to be at least level 10 or something).
The whole point of this the way I see it is to prevent exp loss through flukes, but only earning the ability to do so after proving you can handle combat.
To read the haiku that you
Just finished reading