Personally I whould like like to be able to trade items with Villagers kind of like you trade in MMOs
A gui opens up and you put items in and confrim, then the Villager (Who has a set supply of items on hand each day), puts up something and confrims, If you disagree you can then try to barter to get more out of him, but he may do the same, and if he rejects you, then you can't trade with that Villager for a while.
This would have the added benifit of being able to be added to Mutiplayer with player to player trading insted of tossing crap on the ground.
I don't want currency. Just trading resources for something else. For example, some cobblestone to bread, coal or something. And expanding the village like Millenaire with the cobble. BUT, they would need wood and sand (or glass) for the houses as well, so just like in Millenaire they would wait until they have everything required and start building.
If you would defend the village from zombies at night they will reward you with some food.
When I played millenaire I only needed to trade the cobble I got from clearing areas for their homes. It was the dumbest mod I've ever played and trading common items for good ones was the dumbest thing about it. I felt like I was selling smelly piles of garbage to the flea market and becoming rich.
Personally I whould like like to be able to trade items with Villagers kind of like you trade in MMOs
A gui opens up and you put items in and confrim, then the Villager (Who has a set supply of items on hand each day), puts up something and confrims, If you disagree you can then try to barter to get more out of him, but he may do the same, and if he rejects you, then you can't trade with that Villager for a while.
This would have the added benifit of being able to be added to Mutiplayer with player to player trading insted of tossing crap on the ground.
It would be great to have a gui like that. In the last mmo I played 1 person would request trade with someone else, they would place their things in it(items or gold), then both would have to press ok for the trade. Simple yet not tossing things on the ground.
I think a new currency would be something new to get, like a second gemstone(emerald or something). The reason is because some people use some resources more then others, so the people who use a lot of power rails would always be poor, etc..
One thing that always comes to my mind with shopkeepers / trading is the classic "but what if you just stab him and take the stuff for free" question. In some games, they just make this impossible, but I don't think that's a good fit for Minecraft. Villagers are already slayable, and Minecraft operates on a more sandbox "here's the goal, solve it how you want" method rather than a "story based" method.
Nethack has a similar situation. A shop is just a room with items. The shopkeeper is a normal creature. The shopkeeper is pretty damn tough, but if you can slay it, then you can just take the stuff. Or if you can outrun it, you can at least grab one thing. I think that's more the model for Minecraft to emulate.
There's a problem though - Villagers are already known to not be super tough. Luckily, Iron Golems definitely are. So here's how I would set up a shop:
1) Stone walled room. To be mean, use Stone Stairs, arranged sideways so they form a wall with little windows. They're 5x slower to mine through than Cobblestone, while not being valuable like Brick.
2) Locked chest. It can be broken like a normal chest (maybe a little more durable), but not opened normally.
3) Shopkeeper. Does not carry the inventory on him, he retrieves it from the chest as necessary.
4) Iron Golem. If the player attacks the shopkeeper, tries to break the walls or chest, or dumps liquid inside the shop, it will become hostile.
Of course, even with these measures, it's still possible to plunder the shop. By building, trickery, or just brute force, you can get rid of the golem, and then take what you want. Which I think is fine - Minecraft is a game where you make your own rules. But it does mean that a single shop should probably not a have a huge supply of valuable items.
One thing that always comes to my mind with shopkeepers / trading is the classic "but what if you just stab him and take the stuff for free" question. In some games, they just make this impossible, but I don't think that's a good fit for Minecraft. Villagers are already slayable, and Minecraft operates on a more sandbox "here's the goal, solve it how you want" method rather than a "story based" method.
Nethack has a similar situation. A shop is just a room with items. The shopkeeper is a normal creature. The shopkeeper is pretty damn tough, but if you can slay it, then you can just take the stuff. Or if you can outrun it, you can at least grab one thing. I think that's more the model for Minecraft to emulate.
There's a problem though - Villagers are already known to not be super tough. Luckily, Iron Golems definitely are. So here's how I would set up a shop:
1) Stone walled room. To be mean, use Stone Stairs, arranged sideways so they form a wall with little windows. They're 5x slower to mine through than Cobblestone, while not being valuable like Brick.
2) Locked chest. It can be broken like a normal chest (maybe a little more durable), but not opened normally.
3) Shopkeeper. Does not carry the inventory on him, he retrieves it from the chest as necessary.
4) Iron Golem. If the player attacks the shopkeeper, tries to break the walls or chest, or dumps liquid inside the shop, it will become hostile.
Of course, even with these measures, it's still possible to plunder the shop. By building, trickery, or just brute force, you can get rid of the golem, and then take what you want. Which I think is fine - Minecraft is a game where you make your own rules. But it does mean that a single shop should probably not a have a huge supply of valuable items.
That would probably be a good way to do it. For the most part, you would want it where it would be easier or more benefit to you to trade normally, however, it would still be possible to steal/kill for items(stealing was my favorite thing about oblivion).
I said that Jon confirmed that the next update will, "PROBABLY be some kind of trading".
How is that wording misleading?
It's not that it is misleading; but everyone is acting is if "probably will be in the next update"="in the next update". I don't want everyone to get their hopes up, then start the countless complaint threads once the update comes out and there is no trading.
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I've been a Minecraft player since Beta 1.7, still my favorite game!
Twitter: @EvanLange7737
It's not that it is misleading; but everyone is acting is if "probably will be in the next update"="in the next update". I don't want everyone to get their hopes up, then start the countless complaint threads once the update comes out and there is no trading.
Oh okay I see. I misunderstood you.
Still, if I was going to estimate the probability it gets implemented I'd say 95%. Jon has tweeted once again about it (doesn't have any details on trading yet) and Jens said in the AMA on Reddit that villages were nowhere near completion.
What will happen if you murder a villager? What if you destroy one of there houses? Will there be more village building types? What will you trade with? Will they talk to you with text, voice or not at all? What will they trade? What will villagers drop? Do different colors of villager behave differently? I need to know all these things...
Hm... Gold ingot crafts into coins? A way to add a currency system without changing the base mechanics too much.
Really, I'm not even gonna try to speculate on this. I'm so used to the villagers wandering aimlessly, I find it hard to imagine them doing anything else. =P
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...actually, created is a bit much.... Thought of. That's more accurate.
Oh God, I hope it won't be like Millenaire or any currency based trading system. It brings back nightmares of the horrible currency grinding I did for Millenaire several months ago.
I hope and pray that it would be a direct bartering system like a block of gold equals x amount of iron blocks. That kind of thing.
Bartering I hope. And I believe a decent algorithm could be made where-by the trade value of items will fluctuate in each village depending on several factors.
The village population would be one factor, the nearness of various natural resources to the village would be another. There are several realistic factors that could be used that would make it much more interesting. You could even do trading between disparate villages that each have different conditions and thus trade values.
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- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
I want redstone, diamonds, sand, clay, wolf egg, ect
All the items you cannot find in super flat or are very very rare. So that playing hardcore superflat doesn't limit me in making redstone creations and other things.
What could the currency be? Levels. After all, protecting the villagers would be something they'd want to reward.
I honestly don't care what the currency/payment would be, but I'd prefer it to be gold nuggets. As of now, they have no real use besides golden apples, and it would make gold a bit more valuable.
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Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
A gui opens up and you put items in and confrim, then the Villager (Who has a set supply of items on hand each day), puts up something and confrims, If you disagree you can then try to barter to get more out of him, but he may do the same, and if he rejects you, then you can't trade with that Villager for a while.
This would have the added benifit of being able to be added to Mutiplayer with player to player trading insted of tossing crap on the ground.
A double resolution texture pack that stays faithful to the original Minecraft textures.
It would be great to have a gui like that. In the last mmo I played 1 person would request trade with someone else, they would place their things in it(items or gold), then both would have to press ok for the trade. Simple yet not tossing things on the ground.
I think a new currency would be something new to get, like a second gemstone(emerald or something). The reason is because some people use some resources more then others, so the people who use a lot of power rails would always be poor, etc..
Questionable wording on that statement.
"Probably" isn't a "definitely". Just me being a Robbie-Realist.
Twitter: @EvanLange7737
I said that Jon confirmed that the next update will, "PROBABLY be some kind of trading".
How is that wording misleading?
Nethack has a similar situation. A shop is just a room with items. The shopkeeper is a normal creature. The shopkeeper is pretty damn tough, but if you can slay it, then you can just take the stuff. Or if you can outrun it, you can at least grab one thing. I think that's more the model for Minecraft to emulate.
There's a problem though - Villagers are already known to not be super tough. Luckily, Iron Golems definitely are. So here's how I would set up a shop:
1) Stone walled room. To be mean, use Stone Stairs, arranged sideways so they form a wall with little windows. They're 5x slower to mine through than Cobblestone, while not being valuable like Brick.
2) Locked chest. It can be broken like a normal chest (maybe a little more durable), but not opened normally.
3) Shopkeeper. Does not carry the inventory on him, he retrieves it from the chest as necessary.
4) Iron Golem. If the player attacks the shopkeeper, tries to break the walls or chest, or dumps liquid inside the shop, it will become hostile.
Of course, even with these measures, it's still possible to plunder the shop. By building, trickery, or just brute force, you can get rid of the golem, and then take what you want. Which I think is fine - Minecraft is a game where you make your own rules. But it does mean that a single shop should probably not a have a huge supply of valuable items.
It's not that it is misleading; but everyone is acting is if "probably will be in the next update"="in the next update". I don't want everyone to get their hopes up, then start the countless complaint threads once the update comes out and there is no trading.
Twitter: @EvanLange7737
Oh okay I see. I misunderstood you.
Still, if I was going to estimate the probability it gets implemented I'd say 95%. Jon has tweeted once again about it (doesn't have any details on trading yet) and Jens said in the AMA on Reddit that villages were nowhere near completion.
And the priest sells experience points?
No, salvation.
A double resolution texture pack that stays faithful to the original Minecraft textures.
Large villages, probably iron golems.
Small villages... I got nothing.
Twitter: @EvanLange7737
Really, I'm not even gonna try to speculate on this. I'm so used to the villagers wandering aimlessly, I find it hard to imagine them doing anything else. =P
...actually, created is a bit much.... Thought of. That's more accurate.
I hope and pray that it would be a direct bartering system like a block of gold equals x amount of iron blocks. That kind of thing.
The village population would be one factor, the nearness of various natural resources to the village would be another. There are several realistic factors that could be used that would make it much more interesting. You could even do trading between disparate villages that each have different conditions and thus trade values.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
All the items you cannot find in super flat or are very very rare. So that playing hardcore superflat doesn't limit me in making redstone creations and other things.
What could the currency be? Levels. After all, protecting the villagers would be something they'd want to reward.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)