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OP SkyBlock Add XP Currency to player [shop]

DrakNoob09

Legendary Pika
Joined
Feb 25, 2023
Messages
290
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IGN
InYourPantsGR
Minecraft username:
DrakNoob09​

Suggestion:
Add XP Currency to player [shop]​

Detailed description:

Why Add XP as a Currency?


  1. Utilizes an Underused Resource:
    • Players often accumulate large amounts of XP, especially in mid-to-late game stages.
    • This XP usually goes to waste unless used for enchantments or repairing gear.
    • Allowing XP to be spent in the shop gives it more value and opens up new decision-making for players.
  2. Enhances Gameplay Variety:

    • Encourages different playstyles — e.g., grinder-focused players can use mob farms to earn XP and buy valuable items.
    • Promotes strategic thinking: players choose whether to spend XP or money depending on what’s more available to them.

Reason(s):
Implementing XP as an additional currency option in the player shop system [shop] system would significantly enhance the player economy and gameplay experience on the Opskyblock network. Currently, the shop system relies solely on in-game money, which limits trading strategies and reduces the usefulness of XP once players are past the early-game enchantment stage.


By allowing players to buy and sell items using XP, the server would:


  • Increase Player Engagement: Players would have more incentive to grind mobs, mine e-ores , or use XP farms — creating more activity and interaction across the network.
  • Add Economic Depth: XP introduces a secondary economy, encouraging players to make strategic decisions on how they spend or save their resources.
  • Balance Progression: Players who focus more on PvE(e.g., mob grinders, exp flippers ) would have a viable way to access the shop even if they don’t have as much in-game money.
  • Avoid Wasted Resources: XP often goes unused after enchanting gear. This system gives it lasting value and purpose.

Overall, this change would benefit all types of players — grinders, builders, PvPers, and newcomers — and add more flexibility and fun to the server’s economy without breaking existing systems.​

Example(s):
XP-Based Purchase Example:


  • In the Player shop , a player wants to sell e-ore
  • Instead of only showing a money cost the shop also offers an XP option
  • When the player clicks on the item, they get to choose whether to pay with money or XP via a confirmation menu.


Player Usage Example:


  • A player running an XP grinder farm (like a Blaze or E-VILL farm) chooses to save XP and use it in the shop instead of grinding for cash.
  • Another player who prefers doing quests or earning money from the auction house can still use money — both currencies co-exist, offering freedom of choice
 
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