Hello! In this thread, I shall present to you my idea of wandering NPCs, each with their own trades and methods of defending themselves from zombies and skeletons(the only mobs that attack them). So, let's get started, shall we?
NOTE: All NPCs are passive toward players, spawn uncommonly, and are neutral towards zombies and skeletons. They all have 20 hearts(40 health).
All of these NPCs trade with coins. In this paragraph, I shall go into detail about this currency. First of all, this image from the Nevermine 2 mod is what the texture might look like: . They are dropped by hostile/neutral mobs with a 50% chance, as shown in this table below:
Cave spider 1-3
Zombie Pigman 2-3
Wither Skeleton 3-4
Skeletal Thief* ** 32
Ender Dragon** 64
*Rare spawn. Has 24 health, 6 melee attack and 0.3 speed. Also drops 1-2 bones.
** 100% chance to drop coins.
All mobs have a 5% chance to drop a talisman coin(bosses have a 100% chance to drop 4, skeletal thief has 50% chance to drop 2). They look might like a red coin with a silver border.
Spawns in all overworld biomes except water biomes and beach.
Has iron armour and sword. Melee attacks.
Diamond Armour-56 coins per piece.
Diamond Sword or axe-56 coins per piece.
16 arrows-32 coins
Warrior Talisman*-4 talisman coins
*Grants +1-2 melee attack when in offhand.
Spawns in all kinds of forest and plains.
Has a ranged "green magic projectile" attack(4 damage).
64 of any raw crop(including capsicum seeds* and bone meal)-48 coins.
Diamond Hoe-32 coins
Nature Talisman**-4 talisman coins
*Capsicums yield 1.5 hunger sticks
**Crops in the chunk you are in grow 50% faster when in offhand
Spawns in the Overworld below y=48 and in the Nether.
Throws splash potions of life level 1(because they are attacked by skeletons and zombies, which are undead. These potions can heal you).
Any positive/negative potion level 1- 32 coins
Any positive/negative potion level 2- 48 coins
16 Nether wart, glowstone dust or gunpowder-32 coins
Dragon breath-96 coins(only available after the ender dragon has been defeated in this world)
Glass bottle-16 coins
Alchemy talisman*-4 talisman coins
*When in offhand, negative status aliments on you last half as long.
Spawns in the Nether, End and in Mushroom islands
Levitates mobs 10 blocks into the air.
Random enchanted book- level of enchantment x 16 coins
Enchanting table- 64 coins
8 Bookshelf- 32 coins
Enchanter's talisman*- 4 talisman coins
*When you are enchanting, enchantability goes up by 6 when in offhand.
Spawns in desert and savanna
Has stone sword, and rides horse or llama depending on biome
Empty map-32 coins
Diamond horse armour-56 coins
Random explorer map-96 coins(10% chance to have this trade, 100% after ender dragon has been defeated in this world)
Nomad talisman*-4 talisman coins
*Hunger depletes 25% slower when in offhand.
So, those are my ideas. Feel free to leave your criticism down below!
Why aren't Emeralds used? Coins not only would be even easier to obtain, as most mobs drop coins.
Adding to this, only 1 out of all the items offered by each NPC is actually unique, while the rest are available too early on or are otherwise too cheap (Almost all of the Warrior's trades, the Enchanting Table, and the Diamond Hoe).
Finally, what would be the point of growing Capsicums? Potatoes are more efficient if cooked, carrots are just as good, but can also be crafted into Golden Carrots, wheat is used in a lot of recipes (Cake, cookies, bread, and hay blocks) and are used to breed cows, llamas, sheep, and chickens, and even beetroots are useful in that they can, with a single crop, be used to breed pigs and chickens AND be used to make villagers willing to breed more efficiently than with wheat.
Finally, the Talismans have really bland names, and effects that are mostly useful in the short term:
The Warrior Talisman isn't worth using later on, when a bow could instead provide the player with ranged attacks and the player can already use an enchanted diamond sword to deal a lot of damage anyways.
Nature Talismans are only really useful in small farms, or in vertical farms, but not in massive farms that take several chunks of surface.
Alchemy Talismans are only really useful in a few cases, and milk can easily beat it in the case of fighting Witches.
Enchanter's Talismans seem to be the only useful ones, but it would be better if they let the Player view the enchantments before applying them.
New NPC added, and talisman coins. I can see the obsoleteness in the capsicum, warrior talisman later on, and the slight inefficiency in nature talismans. Perhaps nature talismans should help grow crops in a 2-chunk radius? I was meant to put all damage(excluding magic) in the warrior talisman instead of melee. Woops. Anyway, thanks for your feedback!
Yeah I absolutely dislike this coin system. Within a few nights of a new world I could buy full Diamond gear, an Enchanting Table, and enough Bookshelves to go with it. But then it depends on the rarity of these traders. But what I dislike most is that my inventory is going to overflow with coins.
The core concept is good, but would be better (at least to me) if it was just a Villager that sometimes spawned and had unique, good trades that use Emeralds. All the extra stuff is just bloating a decent idea imo.
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What's with people suggesting coins for this game? To have emeralds and coins would be really boring and lame. I'm not sure about the NPC either. It doesn't sound like something I'd be terribly interested in coming across. The wandering/trading part is alright, but the whole warrior/nomad/enchanter thing comes off as not-so-unique.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.