• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Archived Converting Exp To Bottles O' Enchanting

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I would love it if there was a way to convert exp to bottles o' enchanting. It's quite annoying when I grind for a couple hours, up to lvl 20 something, and then a random Wither Skeleton shoots me with a flaming arrow and when I die, the levels just vanish. No exp orbs dropped or anything. I think it would be a good idea for players to have a way to store that exp in bottles or even if the orbs dropped so that we could reclaim them when we go back to the point of death to recover our gear.
 
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First, it shouldn't take several hours to get level 20. Second, this can be abused and make xp pretty much useless.
 
The idea itself is neat, but as Daragon said quite incomplete (oh shoot, that rhymed!). My main issue with this is that it would take coding time away from more important things. In response to what @aprader1 said, though, exp can already be sold and traded via /trade. Unless you mean something else, I'm not sure how it "makes xp pretty much worthless". However, I do think something like a 20% reduction of exp actually transferred could help with whatever economic concerns there would be.
 
First, it shouldn't take several hours to get level 20. Second, this can be abused and make xp pretty much useless.
I don't see how it could make exp 'useless' in any way. I don't see how it would change the economy in any way at all to be honest. Whether stored, or carried in your exp bar, the amount of exp doesn't change, nor does it's value. This concept, not originally, wasn't thought of or mentioned in the aspect of being used in the economy at all (though it's understandable that there's a good chance that it would). My suggestion/request is simply to implement a way for players to store their collected exp while they go out to collect more to decrease the aggravation in being killed by a random mob and thereby losing what exp they lost with absolutely no way to regain it other than by starting completely over and grinding more exp. I don't even care that it even be implemented in a way that would allow for storing. Even just having the orbs dropped, as they are in vanilla minecraft, so that they can then be recollected by the player after returning to their point of death.
The idea itself is neat, but as Daragon said quite incomplete (oh shoot, that rhymed!). My main issue with this is that it would take coding time away from more important things. In response to what @aprader1 said, though, exp can already be sold and traded via /trade. Unless you mean something else, I'm not sure how it "makes xp pretty much worthless". However, I do think something like a 20% reduction of exp actually transferred could help with whatever economic concerns there would be.
In response to your response stating "My main issue with this is that it would take coding time away from more important things." It is my opinion that there is nothing more important than keeping the player base happy, and I don't see how this would be a 'less important thing' than any other matter that needs attention. Personally, I think it is a very good idea in that it will allow players to keep all their hard work of grinding for however long they may take to do so, or atleast give them/us the option to regain that hard work if the method is decided to be exp orb drops (and it most certainly does take longer than a couple hours to gather 20+ lvls of exp for new players who do not have any access or knowledge of where to find a darkroom to grind faster, as I didn't at the time I made the original post on this topic).
 
In response to your response stating "My main issue with this is that it would take coding time away from more important things." It is my opinion that there is nothing more important than keeping the player base happy, and I don't see how this would be a 'less important thing' than any other matter that needs attention. Personally, I think it is a very good idea in that it will allow players to keep all their hard work of grinding for however long they may take to do so, or atleast give them/us the option to regain that hard work if the method is decided to be exp orb drops (and it most certainly does take longer than a couple hours to gather 20+ lvls of exp for new players who do not have any access or knowledge of where to find a darkroom to grind faster, as I didn't at the time I made the original post on this topic).
I do agree with this idea, but here's two things I can think of the are much higher priority right off the top of my head: Empires, More Faction Ranks.