In the villager trading window there is now a button you can click which will cause them to follow you for some time. They will lose interest at a point if they do not find something (a job site block, a bed, an indoor place, another villager, a wolf, a golem) and will face heel if you lead them to a witch, piglin, zombie villager, zombie, or illager, even if they are behind closed doors or bars etc.
The need for this is because leads are seen as attacks by villagers, and sometimes you just want to help a villager find a spare bed or a place to work etc.
Villagers may refuse to follow you at times and this is based on your popularity. Asking too often or too rarely to have villagers follow you lowers your popularity while asking semi regularly does nothing or rarely raises it. Leading villagers to friends, guards, and good things increases popularity a lot while leading them to monsters, enemies, or dark areas decreases it substantially.
As well, trading with villagers on new trades or enough to raise their ranking, or giving villagers beds or job site blocks, increases your chance of getting them to follow you. Meanwhile removing or obstructing their job site block or bed, ignoring a trade, or trading something to the point of it being Xed out decreases your chance. These actions also affect your popularity.
Also, villagers can guide you in turn and will do so with a special sound. If so, they will take you to their personal bed or job site block, so you know where they work and live. You can refuse but this will lower your popularity if you do it too often. If you say yes, this does nothing or sometimes increases your popularity. Doing it all the time does not increase your popularity past a point and may even decrease it slightly.
I love the core concept, but less so the somewhat arbitrary gains and losses to reputation associated with it. Based on the rules established, if I'm just near a Village doing my own thing I'll be slowly losing reputation just because I'm not occasionally following one of them or asking them to follow me. On the flip side, I can easily farm reputation just by making a few of them follow me to an Iron Golem repeatedly.
In my opinion, just cut out all of the extra stuff with reputation and finicky rules and make it simple. If you have high reputation with a Village (say +25 out of a total +30), they will follow you for 15-30 seconds. If they see a mob that will try and hurt them, the effect ends immediately. And then limit it to something like 1-2 times a day.
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I love the core concept, but less so the somewhat arbitrary gains and losses to reputation associated with it. Based on the rules established, if I'm just near a Village doing my own thing I'll be slowly losing reputation just because I'm not occasionally following one of them or asking them to follow me. On the flip side, I can easily farm reputation just by making a few of them follow me to an Iron Golem repeatedly.
In my opinion, just cut out all of the extra stuff with reputation and finicky rules and make it simple. If you have high reputation with a Village (say +25 out of a total +30), they will follow you for 15-30 seconds. If they see a mob that will try and hurt them, the effect ends immediately. And then limit it to something like 1-2 times a day.
I agree, the consequences seem unnecessary when all I want is to get a villager to stop getting stuck, or to claim a work station. Other than that, I would love this feature.
Cause ive heard ideas have been rejected b4 but werre later added to the game because the ideas werent "rejected" just not set as a top priority which would be provin in mojangs orginial post
I honestly cant imagine why theyd reject something like that. They want the game to feel simple, then they dont want it to, like make up your mind >_>
Or just say you want the game to be fun and not deny us a useful mechanic that makes your video game more enjoyable thus making players want to play your game longer
It might be as simple as they don't want the game to be about commanding a crowd of villagers around. So, if that's the case, maybe instead of giving 'commands', they could be some sort of suggestion system, which they could follow, or deny. Yes, it's the same thing, but in a different package.
It might be as simple as they don't want the game to be about commanding a crowd of villagers around. So, if that's the case, maybe instead of giving 'commands', they could be some sort of suggestion system, which they could follow, or deny. Yes, it's the same thing, but in a different package.
Yes, simple, but the point in doing it is something id like to know.
Is it for the sake of lore? Is it because it's to time consuming and will take too much time away from bigger projects? Or are they just being random with no strategy to their thought about this descion?
Cause minecraft (any game really) isnt like a toy, theres far more responsibility in keeping the game healthy that makes random thoughtless decsions like "were doing this just because" far more harmful to the game than it would if you were playing with a toy. Im no game developer but based on what ive seen with other games (even really really popular ones), it would seem you should always tread carefully with any amount of inconsiderate behaviors. Its somethings games do time and time again that either
I think they don't want it to become the Sims, basically. This all sounds similar to some argument about not allowing players to put leads on villagers for. Bit, I think the reason was along the lines of taking away the villager's "free will", or maybe that was a joke.
In any case, I don't think it's too much of a problem, just something you have to work with. I feel like players that are more about efficiency lock their traders up in cells now anyways.
I'm currently building an adventure map, so I definitely get your point, but as I'm in creative, I just bring in the villagers one by one. In survival, it'd be harder, but your alternative is to just learn to ignore it I guess.
I think the 'free will' idea is key, Minecraft can easily feel soulless if you control too much of the world, so mobs have to have a strong will of their own that cannot be overrode, in order to make the game feel alive.
And my post on Reddit was removed by a mod for being rejected by Mojang. When I DM/PMed the mod, they ignored me, as I expected.
Cause ive heard ideas have been rejected b4 but werre later added to the game because the ideas werent "rejected" just not set as a top priority which would be provin in mojangs orginial post
Mojang has specifically listed this in their "Previously Considered Suggestions" list of ideas they are no longer willing to consider adding:
Villagers aren't interested in following you, being tamed, enslaved, or being hired to follow or help - they have their own things to do!
In the villager trading window there is now a button you can click which will cause them to follow you for some time. They will lose interest at a point if they do not find something (a job site block, a bed, an indoor place, another villager, a wolf, a golem) and will face heel if you lead them to a witch, piglin, zombie villager, zombie, or illager, even if they are behind closed doors or bars etc.
The need for this is because leads are seen as attacks by villagers, and sometimes you just want to help a villager find a spare bed or a place to work etc.
Villagers may refuse to follow you at times and this is based on your popularity. Asking too often or too rarely to have villagers follow you lowers your popularity while asking semi regularly does nothing or rarely raises it. Leading villagers to friends, guards, and good things increases popularity a lot while leading them to monsters, enemies, or dark areas decreases it substantially.As well, trading with villagers on new trades or enough to raise their ranking, or giving villagers beds or job site blocks, increases your chance of getting them to follow you. Meanwhile removing or obstructing their job site block or bed, ignoring a trade, or trading something to the point of it being Xed out decreases your chance. These actions also affect your popularity.Also, villagers can guide you in turn and will do so with a special sound. If so, they will take you to their personal bed or job site block, so you know where they work and live. You can refuse but this will lower your popularity if you do it too often. If you say yes, this does nothing or sometimes increases your popularity. Doing it all the time does not increase your popularity past a point and may even decrease it slightly.I love the core concept, but less so the somewhat arbitrary gains and losses to reputation associated with it. Based on the rules established, if I'm just near a Village doing my own thing I'll be slowly losing reputation just because I'm not occasionally following one of them or asking them to follow me. On the flip side, I can easily farm reputation just by making a few of them follow me to an Iron Golem repeatedly.
In my opinion, just cut out all of the extra stuff with reputation and finicky rules and make it simple. If you have high reputation with a Village (say +25 out of a total +30), they will follow you for 15-30 seconds. If they see a mob that will try and hurt them, the effect ends immediately. And then limit it to something like 1-2 times a day.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Sure, that works.
I agree, the consequences seem unnecessary when all I want is to get a villager to stop getting stuck, or to claim a work station. Other than that, I would love this feature.
Following mechanic would be very usefull!
Sadly, this has been rejected by Mojang.
Define rejected
Cause ive heard ideas have been rejected b4 but werre later added to the game because the ideas werent "rejected" just not set as a top priority which would be provin in mojangs orginial post
I honestly cant imagine why theyd reject something like that. They want the game to feel simple, then they dont want it to, like make up your mind >_>
Or just say you want the game to be fun and not deny us a useful mechanic that makes your video game more enjoyable thus making players want to play your game longer
It might be as simple as they don't want the game to be about commanding a crowd of villagers around. So, if that's the case, maybe instead of giving 'commands', they could be some sort of suggestion system, which they could follow, or deny. Yes, it's the same thing, but in a different package.
Yes, simple, but the point in doing it is something id like to know.
Is it for the sake of lore? Is it because it's to time consuming and will take too much time away from bigger projects? Or are they just being random with no strategy to their thought about this descion?
Cause minecraft (any game really) isnt like a toy, theres far more responsibility in keeping the game healthy that makes random thoughtless decsions like "were doing this just because" far more harmful to the game than it would if you were playing with a toy. Im no game developer but based on what ive seen with other games (even really really popular ones), it would seem you should always tread carefully with any amount of inconsiderate behaviors. Its somethings games do time and time again that either
A.) Hinders the games Growth
Or
B.) Quietly poison it, to the point of no return
I think they don't want it to become the Sims, basically. This all sounds similar to some argument about not allowing players to put leads on villagers for. Bit, I think the reason was along the lines of taking away the villager's "free will", or maybe that was a joke.
In any case, I don't think it's too much of a problem, just something you have to work with. I feel like players that are more about efficiency lock their traders up in cells now anyways.
I'm currently building an adventure map, so I definitely get your point, but as I'm in creative, I just bring in the villagers one by one. In survival, it'd be harder, but your alternative is to just learn to ignore it I guess.
I think the 'free will' idea is key, Minecraft can easily feel soulless if you control too much of the world, so mobs have to have a strong will of their own that cannot be overrode, in order to make the game feel alive.
And my post on Reddit was removed by a mod for being rejected by Mojang. When I DM/PMed the mod, they ignored me, as I expected.
Mojang has specifically listed this in their "Previously Considered Suggestions" list of ideas they are no longer willing to consider adding:
- sunperp
Tyvm