A major drawback of villages is that for the villagers to do things would require the player not to be 20 blocks away from it, so for it to advance he'd always have to be there. There should be a system that registers when the player leaves the village, and when he comes back it remembers how long he was away and adds the progress in whatever way it is.
Chocolate Milk.
Choco Trees.
Fried Eggs.
Grinder (Grinds Gravel into Gunpowder).
Camels.
Horses.
Sheep Meat.
Adventurer.
Every Thing in balken's weapon pack.
Adventure Mode.
Gumbo :3.
[QUOTE=Rammlied;34694130]A major drawback of villages is that for the villagers to do things would require the player not to be 20 blocks away from it, so for it to advance he'd always have to be there. There should be a system that registers when the player leaves the village, and when he comes back it remembers how long he was away and adds the progress in whatever way it is.[/QUOTE]
You can be up to 6 chunks away, 96 Blocks. While this is true I think that the players village could be an exception to the rule and would remain loaded at all times, or maybe just a much longer distance. This could be done with the forever overdue land claiming ability.
[QUOTE=wizard`;34689060]I think villages should be more realistic. What I mean by this is villages spawn relatively close to water sources. Villages should be much less sprawled and the farms should be on the outskirts. There should be 'large villages' that generate clusters of smaller ones. [u]These large villages have a castle and keep[/u] and are places where quests can be given involving the smaller villages nearby, IE Harvest the crop in village X for Y reward, or defend village Z from a horde of bandits. Villagers should be passive until you fuck with their village, then they get mad and chase you with stone swords and leather armour (they would have the same hp as the character).[/QUOTE]
So like
[img]http://i.imgur.com/fq88jh.jpg[/img]
Perhaps one could supply the villagers with the materials to upgrade their village, like building more houses, as well as constructing the walls and Keep.
Have we gone over the part where the villagers shouldn't look like muddy squidwards yet
[QUOTE=:smugspike:;34710183]Have we gone over the part where the villagers shouldn't look like muddy squidwards yet[/QUOTE]
Yes
and they SHOULD
The squidward thing seems pretty set in stone.
It kinda is, and i'm more or less ok with it nowadays.
Also, if they do have a "language", it should sound kinda like "Simlish" spoken by Squidward Tentacles. You know, that kinda voice with the nose-ness in it? (I don't know how best to describe it, but I think the term "nasal" refers to something else that's a bit more high-pitched)
I think you mean Squidward Tennis Balls.
Say what now?
[QUOTE=Rammlied;34712557]I think you mean Squidward Tennis Balls.[/QUOTE]
Squidward Tentpoles.
Tentpolificates
The nose people could be monks since they always have their arms monk-style , they live in monasteries high up in the mountains or far in the snowy wilderness .
This isn't how I imagine the villages to turn out, but I like it. Now we just need some kind of merchant and guard class for the villagers and a system for making the kids grow up to be a certain profession.
Indeed; that'd help tool a village community to specialise in certain aspects. For example, one could teach certain Testificates to specialise in certain things like building or swordfighting, and once you have high-level villagers that are super-skilled in their area of expertise, one could build an "academy" where younger villagers could learn the talents they need to build a house or successfully defend against monsters.
Teaching would probably be a "dialogue option", accessible from a sort of dialogue menu opened by right-clicking a Villager ("What is it, Miner?" -Bertward the Testificate). Dialogue options could include "Heard any news?" for clues and gossip, "Care to trade?" for trading, "Need anything done?" to see if they have any "quests" to give you, "Let me show you something..." for teaching the villager about whatever item you show them (showing a sword could show them how to craft and use swords, showing an enchanted item could enlighten them on the subject of enchantment, etc), and "I should go" for ending the conversation.
Slowly but surely one could expand a village and turn it into a formidable faction, building outposts and districts for the future city. Farms could be built to increase the amount of food available and thus keep the villagers healthy, barracks could be constructed to house the town guards who man the walls at night, blacksmiths could forge weapons and armour to ensure the troops are well-stocked, etc.
[QUOTE=ironman17;34716723]Indeed; that'd help tool a village community to specialise in certain aspects. For example, one could teach certain Testificates to specialise in certain things like building or swordfighting, and once you have high-level villagers that are super-skilled in their area of expertise, one could build an "academy" where younger villagers could learn the talents they need to build a house or successfully defend against monsters.
Teaching would probably be a "dialogue option", accessible from a sort of dialogue menu opened by right-clicking a Villager ("What is it, Miner?" -Bertward the Testificate). Dialogue options could include "Heard any news?" for clues and gossip, "Care to trade?" for trading, "Need anything done?" to see if they have any "quests" to give you, "Let me show you something..." for teaching the villager about whatever item you show them (showing a sword could show them how to craft and use swords, showing an enchanted item could enlighten them on the subject of enchantment, etc), and "I should go" for ending the conversation.
Slowly but surely one could expand a village and turn it into a formidable faction, building outposts and districts for the future city. Farms could be built to increase the amount of food available and thus keep the villagers healthy, barracks could be constructed to house the town guards who man the walls at night, blacksmiths could forge weapons and armour to ensure the troops are well-stocked, etc.[/QUOTE]
I still don't like the idea of having to expand an existing village. I would much prefer it if there is a system where you can just attract the villagers into a complex you have built for them. So that you can have a functioning underground city, or a city floating off a cliff with a small bridge attached. All you would need is a few controller blocks that you need to place and power by redstone (and they can be cheap or expensive). Once the controller blocks are down it just checks to see if there is a room nearby with a door, a bed, and a torch. if there is a villager will move it. If there is more than one several villagers can move in but only at a rate of like two per day or something. This system would be infinitely better than simply expanding the boring, terrible looking existing villages.
[QUOTE=ironman17;34716723]Indeed; that'd help tool a village community to specialise in certain aspects. For example, one could teach certain Testificates to specialise in certain things like building or swordfighting, and once you have high-level villagers that are super-skilled in their area of expertise, one could build an "academy" where younger villagers could learn the talents they need to build a house or successfully defend against monsters.
Teaching would probably be a "dialogue option", accessible from a sort of dialogue menu opened by right-clicking a Villager ("What is it, Miner?" -Bertward the Testificate). Dialogue options could include "Heard any news?" for clues and gossip, "Care to trade?" for trading, "Need anything done?" to see if they have any "quests" to give you, "Let me show you something..." for teaching the villager about whatever item you show them (showing a sword could show them how to craft and use swords, showing an enchanted item could enlighten them on the subject of enchantment, etc), and "I should go" for ending the conversation.
Slowly but surely one could expand a village and turn it into a formidable faction, building outposts and districts for the future city. Farms could be built to increase the amount of food available and thus keep the villagers healthy, barracks could be constructed to house the town guards who man the walls at night, blacksmiths could forge weapons and armour to ensure the troops are well-stocked, etc.[/QUOTE]
I'd prefer it if you never actually spoke to them. Maybe if you wanted to sell them something you could just hold it out in front of them and if they are interested they would respond by holding out they would trade for it.
I wouldn't mind the weird looking villagers if there was more variety to them. As monks or something they're fine, but I really want to see villagers that try to build and expand their towns.
Right now they can repopulate, and grow if the player builds them homes, but I really think the next step is teaching them how to make homes. I'd be even cooler if you could design a home for them, and they would try to replicate it.
[QUOTE=Satansick;34714767]The nose people could be monks since they always have their arms monk-style , they live in monasteries high up in the mountains or far in the snowy wilderness .[/QUOTE]
And they teach you the way of the voice.
[QUOTE=ironman17;34712519]It kinda is, and i'm more or less ok with it nowadays.
Also, if they do have a "language", it should sound kinda like "Simlish" spoken by Squidward Tentacles. You know, that kinda voice with the nose-ness in it? (I don't know how best to describe it, but I think the term "nasal" refers to something else that's a bit more high-pitched)[/QUOTE]
blub blab bloob blop bloop bo blab blub!!
it should sound like this but with subtitles
[editline]16th February 2012[/editline]
tbh I would rather jeb add more stuff to the game, eg like that redstone lamp and light sensor, rather than editing the villagers for trading and the like, id rather he add the upsidedown stairs and sideways half-blocks
Well, there's a balance being currently held, between adding new stuff and fixing what needs fixing.
Also, on the subject of higher worlds, will the Nether be higher? I think I remember a screenshot of a glitch whereby there were Pigmen and mushrooms on top of the Bedrock ceiling, so I guess Jeb overlooked that during development.
Befriend Endermen? Somehow... Example: give enderman diamonds, acquire ender pearls. Oh and if you would give them a diamond block they would follow you, and kill attacking mobs, etc.
Enderbro?
Friendermen.
I always thought it'd be cool to have more unique items like Diablo 2. Sets and uniques and things like that.
[QUOTE=Irish_Cereal;34733006]I always thought it'd be cool to have more unique items like Diablo 2. Sets and uniques and things like that.[/QUOTE]
The problem with that is the number of mobs. I mean, they're cool, but for a system with a bunch of items it doesn't work because there's no need for stronger items. If they had dungeons where the creatures got harder and harder, and you needed better items, then that could be understood. Otherwise it isn't needed, however if it was I'd absolutely fucking love it.
I dunno about Sets, but more items of a special nature would be cool. Hell, more kinds of Armour or even passive items like Capes or Gloves, those'd probably be welcome too.
Maybe one could create "Bark Armour" by using Shears on a block of Wood (not Wooden Planks) to yield the Bark, which would probably have benefits inclined towards nature or whatnot.
[QUOTE=ironman17;34733769]I dunno about Sets, but more items of a special nature would be cool. Hell, more kinds of Armour or even passive items like Capes or Gloves, those'd probably be welcome too.
Maybe one could create "Bark Armour" by using Shears on a block of Wood (not Wooden Planks) to yield the Bark, which would probably have benefits inclined towards nature or whatnot.[/QUOTE]
There needs to be more armour slots, and trinkets you can wear. It makes sense in minecraft anyway, dungeons have a chance to contain a trinket or something like that. The trinkets might just be simple things like, 20% faster movement speed, 10% more weapon damage, +2 bonus hearts, 50% more xp dropped from mobs, 50% more fall damage but 100% more damage with a bow. Things like that would be cool, especially if they where treated like any other piece of wearable equipment and you could enchant them.
Yep, that seems reasonable. I think I suggested long ago that one could probably craft "trinkets" and enchant them accordingly, though this would require either a revamp of the enchanting system or a simple thing whereby it shows what the enchantment does. I'm pretty sure the latter is a mod, too.
An example would be crafting an Amulet, which by default probably gives "energy" or something (assuming that Minecraft actually gets magic spells of some sort), and there'd be a variety of enchantments it could be given, like Stamina for more Energy, or Vigour for faster Energy regen. An alternative would be a Ring that could get Vitality for extra Health, Appetite for more Hunger restored from Food, and so on.
[QUOTE=Rammlied;34733503]The problem with that is the number of mobs. I mean, they're cool, but for a system with a bunch of items it doesn't work because there's no need for stronger items. If they had dungeons where the creatures got harder and harder, and you needed better items, then that could be understood. Otherwise it isn't needed, however if it was I'd absolutely fucking love it.[/QUOTE]
I sense a roguelike mooooooooode! :eng101:
Roguelike: The adventure mode, whatever you want it to be.
In a procedurally generated valley, there exist working NPCs. They may send you on quests into their mine. After a while, the Enderdragon comes along from a visible, floating portal and destroys the village. Follow it to a neighboring village, which is like the "capital" of the kingdom. It disappears, but then you can do all sorts of crazy crap, like being hired as a guard, a miner, or that kind of stuff. The "king" may send you on difficult quests if you rise above quite well. Gold is the main currency. It goes in enneagonial sets (of 9), from one gold block making 9 ingots, and 1 ingot making 9 nuggets. Block, ingot, nugget, for short.
The king's quests are story-progressing involving the dragon. He will give you a map (the stronghold entrance is somewhere in the same map sector of the main gate) and send you on your way to slay the dragon. One can prepare and play Minecraft as they were before from this point on.
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