There should be a variant of villager that gives out personalized quests, and allows players to track their progress.
For example, instead of a trading interface a quest villager might display that it wants you to kill 10 ghasts with a sword, and show that you've killed 4 so far. When you complete a quest you'd receive a reward and get a new quest.
Each player would have 5 quests assigned to them at a time, which would remain the same no matter which quest villager in the world you go to. Quests are personalized, so two players going to the same quest villager would see different quests offered.
What kinds of quests? Lots of kinds. Fetch quests (bring me 10 blue wool), hunting quests (kill 10 zombies with your bare hands), exploration missions (visit a mushroom biome), and much more. They would be randomly generated, with lots of different variables, so you'd never run out of stuff to do.
What kinds of rewards? Those would also be randomized. XP, enchanted books, potions, emeralds, and more. Also, Dinnerbone has mentioned he wants to add special items that can only be gained through exploration rather than crafting. This could be a good way of giving them out.
Pity, Reg. has suggested quests. Instead of quests, could it not be something like harvesting their crops or something useful rather than arbitrarily asking someone to kill 10 ghasts in a dimension that is not their own, where such killing will have absolutely no impact on the lives of the village?
'Tis a shame. Alas not even such experienced people can escape the realms of the Satan which encourages them to post such redundant, vague and unfitting suggestions that we humble servants of the Lord must fight to perish them, lest they run amok and cause chaos in the perfect world of God.
Pity, Reg. has suggested quests. Instead of quests, could it not be something like harvesting their crops or something useful rather than arbitrarily asking someone to kill 10 ghasts in a dimension that is not their own, where such killing will have absolutely no impact on the lives of the village?
No Support.
It's harder to track stuff like village improvements, compared to things like what a player has killed, collected, or where they travel.
Quests are a bit cliche, it's true, but I think have lots of random variables could produce some fun challenges. It'd basically be like an infinite version of the achievement system, so the game is always presenting you with a new tricky goal to try out.
I'm sure quests have been suggested plenty of times before too. But before some mod removes this, I think this is a pretty clear and streamlined way of adding them, and one that would never run out of new activities. It would avoid a complex RPG interface with dialogue, and scripted missions, in favor of something you could fully automate.
Although the idea has been suggested before in basically the same way, I wouldn't hate if something like this was added, provided they aren't too invasive or far reaching. A good way to keep this from being locked would be to go in depth on the types of quests available and how the randomization would work. Bonus points if the quests are all built into the types and subtypes of Villagers that exist like Farmers or Fishermen or Toolsmiths or what have you.
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Although the idea has been suggested before in basically the same way, I wouldn't hate if something like this was added, provided they aren't too invasive or far reaching. A good way to keep this from being locked would be to go in depth on the types of quests available and how the randomization would work. Bonus points if the quests are all built into the types and subtypes of Villagers that exist like Farmers or Fishermen or Toolsmiths or what have you.
It would be extremely optional. You'd never be forced to do a quest. I agree that Minecraft is a sandbox game primarily, but think that adventure elements like dungeons, the ender dragon, and these quests can be a fun layer on top of that if kept optional.
There could be many different kinds of quests, but here are a few I can think of off hand.
Kill <number> or <creature> using <method>. Each would be randomized from a huge list of different possibilities, so you could randomly get a challenge like "Kill 14 Zombies Through Suffocation" or "Kill A Ghast With A Potion From At Least 50 Meters Away"
Bring me <number> of <item>. This would be somewhat similar to trading, where you're just giving a villager some items. Unlike trading it would be much harder to automate, since there would be a much larger list of items and could require more exploration "Bring me 5 red sand" would require finding a mesa biome. "Bring me 1 emerald ore" would require mining in extreme hills. "Bring me 10 orchids" would require finding a swamp. Basically, it would be a way of setting goals for exploration. This would also be heavily randomized, so there's never a shortage of new challenges.
These requests would all be delivered through icons and pictures as much as possible, maybe without any text whatsoever. I don't envision a villager with a dialogue box, no "Hero we need your help to kill 10 giant rats!", but a more pictorial interface just like trading.
I fail to see the problem here. What's wrong with that?
He is merely stating that you would think that somebody with experience of the forums wouldn't post something redundant. No need to justify that any further.
He is merely stating that you would think that somebody with experience of the forums wouldn't post something redundant. No need to justify that any further.
I think that similar ideas aren't redundant, as long as you present a significantly different way of implementing them.
The other quest ideas I've seen are very much RPG style quests, with story driven missions and dialogue trees. This is much simpler, and relies on randomization for infinite variety. The other big change is personalizing quests across entire worlds, as opposed to making it a request from a specific villager.
It better be. This make Minecraft a lot more interesting. Minecraft could use a RPG feel to it.
But Minecraft is a SANDBOX game!!! This means you can do ANYTHING you like! It doesn't mean that you do quests, that's RPG.
Minecraft is Sandbox, and always will be!!!
But Minecraft is a SANDBOX game!!! This means you can do ANYTHING you like! It doesn't mean that you do quests, that's RPG.
Minecraft is Sandbox, and always will be!!!
Aha, but what if you want to do quests? Shouldn't the sandbox where you can do anything let you do that too?
I think it's ok to add optional quests to Minecraft, as long as pure builders aren't bothered by them. If you just want to build a cathedral nobody is going to force you to fight the ender dragon. But it's there if you want to fight it.
I think that similar ideas aren't redundant, as long as you present a significantly different way of implementing them.
The other quest ideas I've seen are very much RPG style quests, with story driven missions and dialogue trees. This is much simpler, and relies on randomization for infinite variety. The other big change is personalizing quests across entire worlds, as opposed to making it a request from a specific villager.
I never said that the idea was redundant; I was simply stating that as the reason as to why 0_Zippy said that.
But Minecraft is a SANDBOX game!!! This means you can do ANYTHING you like! It doesn't mean that you do quests, that's RPG.
Minecraft is Sandbox, and always will be!!!
That is... just ridiculously bad reasoning to be honest (which is not unexpected from someone who uses that 7 exclamation points for 4 sentences). When discussing video games, nothing irritates me more than people who spout off nonsense about a game being in genre X because of feature Y. No single feature defines whether a game belongs to a certain genre and games can belong to multiple genres without having every feature typically found in that genre.
A game having quests does NOT make it an RPG. Not even in the slightest. Tons of games have quests that aren't RPGs. In fact, basically every game is just a quest. Super Mario 64 is not an RPG. It has many levels and each level has several "quests" for you to complete to earn stars. It doesn't matter what you call it, a quest or a mission or whatever. It is going and doing a thing for a reward. An RPG is an RPG if it has an overarching plot or story and meaningful character progression, and a ton of other things.
As said, these would be entirely optional, not be related to a full story or plot, and would be randomized generated tasks that a player can choose to do for fun. Hmmm... Optional, open ended, randomly generated tasks that players can do if it pleases them. That sounds way more fitting for a Sandbox game than an RPG if you ask me.
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Now that I think about it, quests could be added but only if they actually were interesting. No-one wants to wait around killing zombies with suffocation.
They'll be thinking, 'Drats. I have another 3 zombies to kill'.
You want players to want to do quests. Something exciting. That I just can't see in a game like this. Which is why I think something like going jobs for villagers would be better. Protect the village for a night and you'll get a great sword, harvest our farms and we'll give you a discount on crops, something like that.
I'm not sure if quests are suitable in a game like Minecraft.
The only possible "quests" I can think of would be having a new type of villager (potentially the currently unused green-robed guy) give out tasks, such as "Bring me x bread." As long as the item(s) the villager requests you to bring is completely different from the items that villagers may trade with you. Which means, no wheat, no paper, none of those stuff.
Along with the message for you to bring the items, it could give a backstory.
You could right click the green dude, and a GUI will pop up.
"Hello, friend! Our village needs some flowers for the upcoming surprise birthday party. Can you help us get ten [insert some flower name here]? I will give you [unique reward, not emeralds] in exchange!"
Possible things they may ask for: Flowers (of course, each quest will specify which flower), bread, bones, etc.
Possible rewards: Some sort of enchanted book, some experience points (directly given to the player, not in Bottle o' Enchanting), some sort of enchanted armour or tool, etc.
Or they could have special tasks, such as protecting them, making sure no villager dies for the next Minecraft night.
Or perhaps helping them build an iron golem (pretty expensive quest, lol)
Some rewards could be record discs or saddles or nametags, stuff like that.
Rollback Post to RevisionRollBack
Don't argue with idiots. They bring you down to their level and beat you with experience.
For example, instead of a trading interface a quest villager might display that it wants you to kill 10 ghasts with a sword, and show that you've killed 4 so far. When you complete a quest you'd receive a reward and get a new quest.
Each player would have 5 quests assigned to them at a time, which would remain the same no matter which quest villager in the world you go to. Quests are personalized, so two players going to the same quest villager would see different quests offered.
What kinds of quests? Lots of kinds. Fetch quests (bring me 10 blue wool), hunting quests (kill 10 zombies with your bare hands), exploration missions (visit a mushroom biome), and much more. They would be randomly generated, with lots of different variables, so you'd never run out of stuff to do.
What kinds of rewards? Those would also be randomized. XP, enchanted books, potions, emeralds, and more. Also, Dinnerbone has mentioned he wants to add special items that can only be gained through exploration rather than crafting. This could be a good way of giving them out.
I'm back from my hibernation. Most likely gone so don't pm me.
No Support.
That's the funny thing.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
It's harder to track stuff like village improvements, compared to things like what a player has killed, collected, or where they travel.
Quests are a bit cliche, it's true, but I think have lots of random variables could produce some fun challenges. It'd basically be like an infinite version of the achievement system, so the game is always presenting you with a new tricky goal to try out.
I'm sure quests have been suggested plenty of times before too. But before some mod removes this, I think this is a pretty clear and streamlined way of adding them, and one that would never run out of new activities. It would avoid a complex RPG interface with dialogue, and scripted missions, in favor of something you could fully automate.
And yes, I am still the Master of Disaster.
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
It would be extremely optional. You'd never be forced to do a quest. I agree that Minecraft is a sandbox game primarily, but think that adventure elements like dungeons, the ender dragon, and these quests can be a fun layer on top of that if kept optional.
There could be many different kinds of quests, but here are a few I can think of off hand.
Kill <number> or <creature> using <method>. Each would be randomized from a huge list of different possibilities, so you could randomly get a challenge like "Kill 14 Zombies Through Suffocation" or "Kill A Ghast With A Potion From At Least 50 Meters Away"
Bring me <number> of <item>. This would be somewhat similar to trading, where you're just giving a villager some items. Unlike trading it would be much harder to automate, since there would be a much larger list of items and could require more exploration "Bring me 5 red sand" would require finding a mesa biome. "Bring me 1 emerald ore" would require mining in extreme hills. "Bring me 10 orchids" would require finding a swamp. Basically, it would be a way of setting goals for exploration. This would also be heavily randomized, so there's never a shortage of new challenges.
These requests would all be delivered through icons and pictures as much as possible, maybe without any text whatsoever. I don't envision a villager with a dialogue box, no "Hero we need your help to kill 10 giant rats!", but a more pictorial interface just like trading.
I fail to see the problem here. What's wrong with that?
He is merely stating that you would think that somebody with experience of the forums wouldn't post something redundant. No need to justify that any further.
I think that similar ideas aren't redundant, as long as you present a significantly different way of implementing them.
The other quest ideas I've seen are very much RPG style quests, with story driven missions and dialogue trees. This is much simpler, and relies on randomization for infinite variety. The other big change is personalizing quests across entire worlds, as opposed to making it a request from a specific villager.
Minecraft is Sandbox, and always will be!!!
Aha, but what if you want to do quests? Shouldn't the sandbox where you can do anything let you do that too?
I think it's ok to add optional quests to Minecraft, as long as pure builders aren't bothered by them. If you just want to build a cathedral nobody is going to force you to fight the ender dragon. But it's there if you want to fight it.
I never said that the idea was redundant; I was simply stating that as the reason as to why 0_Zippy said that.
That is... just ridiculously bad reasoning to be honest (which is not unexpected from someone who uses that 7 exclamation points for 4 sentences). When discussing video games, nothing irritates me more than people who spout off nonsense about a game being in genre X because of feature Y. No single feature defines whether a game belongs to a certain genre and games can belong to multiple genres without having every feature typically found in that genre.
A game having quests does NOT make it an RPG. Not even in the slightest. Tons of games have quests that aren't RPGs. In fact, basically every game is just a quest. Super Mario 64 is not an RPG. It has many levels and each level has several "quests" for you to complete to earn stars. It doesn't matter what you call it, a quest or a mission or whatever. It is going and doing a thing for a reward. An RPG is an RPG if it has an overarching plot or story and meaningful character progression, and a ton of other things.
As said, these would be entirely optional, not be related to a full story or plot, and would be randomized generated tasks that a player can choose to do for fun. Hmmm... Optional, open ended, randomly generated tasks that players can do if it pleases them. That sounds way more fitting for a Sandbox game than an RPG if you ask me.
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
They'll be thinking, 'Drats. I have another 3 zombies to kill'.
You want players to want to do quests. Something exciting. That I just can't see in a game like this. Which is why I think something like going jobs for villagers would be better. Protect the village for a night and you'll get a great sword, harvest our farms and we'll give you a discount on crops, something like that.
The only possible "quests" I can think of would be having a new type of villager (potentially the currently unused green-robed guy) give out tasks, such as "Bring me x bread." As long as the item(s) the villager requests you to bring is completely different from the items that villagers may trade with you. Which means, no wheat, no paper, none of those stuff.
Along with the message for you to bring the items, it could give a backstory.
You could right click the green dude, and a GUI will pop up.
"Hello, friend! Our village needs some flowers for the upcoming surprise birthday party. Can you help us get ten [insert some flower name here]? I will give you [unique reward, not emeralds] in exchange!"
Possible things they may ask for: Flowers (of course, each quest will specify which flower), bread, bones, etc.
Possible rewards: Some sort of enchanted book, some experience points (directly given to the player, not in Bottle o' Enchanting), some sort of enchanted armour or tool, etc.
Or they could have special tasks, such as protecting them, making sure no villager dies for the next Minecraft night.
Or perhaps helping them build an iron golem (pretty expensive quest, lol)
Some rewards could be record discs or saddles or nametags, stuff like that.