I just don't see any downside to this honestly. I would love to see more of a challenge to the Ender Dragon, or even some sort of AI of Steve (sorry if this sounds like Herobrine) that can rally monsters to launch attacks at the player.
Yeah, have the "evil side of steve" be the antagonist. hahaha
The game is a sandbox game and allows you to do with it as you please and see it through your perspective, and I like it that way.
This game is all about being imaginative and adding a story to it would take away part of that from the game.
I have to disagree on this. Some people just need an idea of what to build, or what to do. So a campaign would work. And it's not like you HAVE to do the campaign.
This would be better for the PC version. This is because the campaign could be missions that reveal the locations of structures. Like "Thank you for bringing me diamonds. I know a friend at this village at these coordinates that would appreciate your help." Or something like that.
This would be better for the PC version. This is because the campaign could be missions that reveal the locations of structures. Like "Thank you for bringing me diamonds. I know a friend at this village at these coordinates that would appreciate your help." Or something like that.
That's a pretty decent idea.
I would still love a campaign on here... But.. I'm... impartial to agree... because PC has infinite worlds...
If the next gen consoles can handle infinite worlds, which I know it can because the current gen consoles almost can, it would be a great feature. There could be way more variation in the structures. Like a villager that you just did a mission for would be like "At this coordinate, there is a large temple. In it is (some item that is completely useless to you). I will give you some reward for it" The way it would work is inside the temple, when you embark on this mission, the chest with this item does not spawn until you embark on this mission. The item, if it gets destroyed, the chest respawns with the item again so it is completely idiot proof. If someone in the game takes it and leaves, the chest respawns with it again. That person should keep it when they come back though, which can be a way to keep one of everything you retrieve for someone. When you get to this temple, it is not a temple like any other, but a much larger version with more traps and more loot. If you have said quest activated, it will have a waypoint telling you to go to this temple, and when you retrieve it, there is a waypoint telling you to go back to this villager. If you put this item in a chest because you don't want to do that right now, you deactivate the quest through a GUI. When you feel like doing it again, you activate it again and there will be a waypoint telling you to go to this chest that you put it in. If you lost the item, it will tell you to go retrieve it again from the temple where the chest will respawn. This chest should respawn and replace any block that is in its place.
All it really does is give you the location of interesting structures, not a campaign that ends or has a story.
If you already found this temple and mined it and filled in the ground and the chest is at a certain coordinate under ground, the waypoint will lead you there.
If the next gen consoles can handle infinite worlds, which I know it can because the current gen consoles almost can, it would be a great feature. There could be way more variation in the structures. Like a villager that you just did a mission for would be like "At this coordinate, there is a large temple. In it is (some item that is completely useless to you). I will give you some reward for it" The way it would work is inside the temple, when you embark on this mission, the chest with this item does not spawn until you embark on this mission. The item, if it gets destroyed, the chest respawns with the item again so it is completely idiot proof. If someone in the game takes it and leaves, the chest respawns with it again. That person should keep it when they come back though, which can be a way to keep one of everything you retrieve for someone. When you get to this temple, it is not a temple like any other, but a much larger version with more traps and more loot. If you have said quest activated, it will have a waypoint telling you to go to this temple, and when you retrieve it, there is a waypoint telling you to go back to this villager. If you put this item in a chest because you don't want to do that right now, you deactivate the quest through a GUI. When you feel like doing it again, you activate it again and there will be a waypoint telling you to go to this chest that you put it in. If you lost the item, it will tell you to go retrieve it again from the temple where the chest will respawn. This chest should respawn and replace any block that is in its place.
All it really does is give you the location of interesting structures, not a campaign that ends or has a story.
If you already found this temple and mined it and filled in the ground and the chest is at a certain coordinate under ground, the waypoint will lead you there.
If the next gen consoles can handle infinite worlds, which I know it can because the current gen consoles almost can, it would be a great feature. There could be way more variation in the structures. Like a villager that you just did a mission for would be like "At this coordinate, there is a large temple. In it is (some item that is completely useless to you). I will give you some reward for it" The way it would work is inside the temple, when you embark on this mission, the chest with this item does not spawn until you embark on this mission. The item, if it gets destroyed, the chest respawns with the item again so it is completely idiot proof. If someone in the game takes it and leaves, the chest respawns with it again. That person should keep it when they come back though, which can be a way to keep one of everything you retrieve for someone. When you get to this temple, it is not a temple like any other, but a much larger version with more traps and more loot. If you have said quest activated, it will have a waypoint telling you to go to this temple, and when you retrieve it, there is a waypoint telling you to go back to this villager. If you put this item in a chest because you don't want to do that right now, you deactivate the quest through a GUI. When you feel like doing it again, you activate it again and there will be a waypoint telling you to go to this chest that you put it in. If you lost the item, it will tell you to go retrieve it again from the temple where the chest will respawn. This chest should respawn and replace any block that is in its place.
All it really does is give you the location of interesting structures, not a campaign that ends or has a story.
If you already found this temple and mined it and filled in the ground and the chest is at a certain coordinate under ground, the waypoint will lead you there.
A much simpler idea would be to create a new item: the "Quest Chest" which like bedrock, cannot be destroyed, mined/broken, or moved. similar to an Ender Chest in that only the quest items for 'that specific player' who is on that particular quest would be only visible to that player and not to any other player. This would use a coordinate or chest ID/player ID system to track which items were available at each Quest Chest location.
That way you don't have to much around with respawning the chest itself 'if broken' or even have to worry about pre-emptive theft of other players.
The chest would not spawn until the mission is embarked on. I don't like the invincible chest idea because if you want to do the mission then destroy the temple thing, there would just be an invincible chest blocking your way.
The chest would not spawn until the mission is embarked on. I don't like the invincible chest idea because if you want to do the mission then destroy the temple thing, there would just be an invincible chest blocking your way.
What if the Chest only existed for the duration of the Quest itself, and then vanished once the quest was completed or had otherwise expired?
Having it respawn upon destruction is just as annoying and slightly more complex in coding....granted, not too bad...but if it is just going to come back while the Quest is active anyway, then why bother with allowing it to be destroyed in the first place?
What if the Chest only existed for the duration of the Quest itself, and then vanished once the quest was completed or had otherwise expired?
Having it respawn upon destruction is just as annoying and slightly more complex in coding....granted, not too bad...but if it is just going to come back while the Quest is active anyway, then why bother with allowing it to be destroyed in the first place?
That could work.
I wouldn't want to see 10 quests open at the same time for players to abuse whenever.
So i like the expiration aspect.
Say... 30 minutes from the time the quest is given it expires?
I wouldn't want to see 10 quests open at the same time for players to abuse whenever.
So i like the expiration aspect.
Say... 30 minutes from the time the quest is given it expires?
I'm not sure about 30 minutes specifically, that part can be figured out if it gets implemented, but I agree that there should be either a timed expiration, or auto-expires when the player logs out, or maybe both.
...or even a limit to the number of active quests that can be available at once to each player.
In creative mode, it could be always visible for placement/removal purposes so that the creator can adjust the x/y/z positioning of where it will appear when player quests are activated.
I'm not sure about 30 minutes specifically, that part can be figured out if it gets implemented, but I agree that there should be either a timed expiration, or auto-expires when the player logs out, or maybe both.
...or even a limit to the number of active quests that can be available at once to each player.
In creative mode, it could be always visible for placement/removal purposes so that the creator can adjust the x/y/z positioning of where it will appear when player quests are activated.
The logout feature you said, and the regulation about how many quests at once would be beneficial should that get added.
Well, why go to point a to point b for nothing without having to do something? Or am I misunderstanding?
The logout feature you said, and the regulation about how many quests at once would be beneficial should that get added.
Lets say this guy tells you to go into this temple that is rigged with traps to get some kind of decorative necklace or something similar. This item would be completely useless to you except it is decorative. There should be some way to copy this item so you can have both this item and the reward. It is not like you are duplicating diamonds or anything like that, just this item that has no use to you but decoration. I am thinking that if this quest is activated, and someone takes the item and leaves the game, the chest should respawn with the item in it again. You should be able to use this to copy an item so you can have the reward also.
Lets say this guy tells you to go into this temple that is rigged with traps to get some kind of decorative necklace or something similar. This item would be completely useless to you except it is decorative. There should be some way to copy this item so you can have both this item and the reward. It is not like you are duplicating diamonds or anything like that, just this item that has no use to you but decoration. I am thinking that if this quest is activated, and someone takes the item and leaves the game, the chest should respawn with the item in it again. You should be able to use this to copy an item so you can have the reward also.
I'm thinking that it would function more like an ender chest to a certain degree, for example: If a player is not on a quest, they can't see the quest item(s) in an activated chest (it would seem empty to them), if 5 players have activated the same quest, then each of them individually would be able to select the quest item(s) that was specifically intended for their quest reward in particular, if no quests are active, then the chest would just not be there.
This eliminates a need to respawn. It also eliminates the ability of someone to pawn their quest off on someone else. if it is your quest, then own it, don't con someone else into doing it for you.
Lets say this guy tells you to go into this temple that is rigged with traps to get some kind of decorative necklace or something similar. This item would be completely useless to you except it is decorative. There should be some way to copy this item so you can have both this item and the reward. It is not like you are duplicating diamonds or anything like that, just this item that has no use to you but decoration. I am thinking that if this quest is activated, and someone takes the item and leaves the game, the chest should respawn with the item in it again. You should be able to use this to copy an item so you can have the reward also.
Oh.. so keep the artifact as a collectible? Gotcha
I'm thinking that it would function more like an ender chest to a certain degree, for example: If a player is not on a quest, they can't see the quest item(s) in an activated chest (it would seem empty to them), if 5 players have activated the same quest, then each of them individually would be able to select the quest item(s) that was specifically intended for their quest reward in particular, if no quests are active, then the chest would just not be there.
This eliminates a need to respawn. It also eliminates the ability of someone to pawn their quest off on someone else. if it is your quest, then own it, don't con someone else into doing it for you.
I could see that.. But then how would it differentiate whether or not 5 players are doing it together or not?
Because if it was five players.... would any one of those five players be able to pick up the artifact or is the 'leader'/person who opened the quest the only one allowed to see what's in the chest?
Because if it was five players.... would any one of those five players be able to pick up the artifact or is the 'leader'/person who opened the quest the only one allowed to see what's in the chest?
Only the person who activated the quest would be able to retrieve the contents from the chest... but that wouldn't stop multiple players from accessing the same quest at the same time and all benefiting from helping each other meet their common goal and each of them be able to retrieve their own quest contents at the same time.
Only the person who activated the quest would be able to retrieve the contents from the chest... but that wouldn't stop multiple players from accessing the same quest at the same time and all benefiting from helping each other meet their common goal and each of them be able to retrieve their own quest contents at the same time.
Yeah, have the "evil side of steve" be the antagonist. hahaha
I have to disagree on this. Some people just need an idea of what to build, or what to do. So a campaign would work. And it's not like you HAVE to do the campaign.
^^^^ Click it! You know you want to...
That's a pretty decent idea.
I would still love a campaign on here... But.. I'm... impartial to agree... because PC has infinite worlds...
Cursed xbox..... and they're small worlds
All it really does is give you the location of interesting structures, not a campaign that ends or has a story.
If you already found this temple and mined it and filled in the ground and the chest is at a certain coordinate under ground, the waypoint will lead you there.
This is a great idea.
^^^^ Click it! You know you want to...
A much simpler idea would be to create a new item: the "Quest Chest" which like bedrock, cannot be destroyed, mined/broken, or moved. similar to an Ender Chest in that only the quest items for 'that specific player' who is on that particular quest would be only visible to that player and not to any other player. This would use a coordinate or chest ID/player ID system to track which items were available at each Quest Chest location.
That way you don't have to much around with respawning the chest itself 'if broken' or even have to worry about pre-emptive theft of other players.
What if the Chest only existed for the duration of the Quest itself, and then vanished once the quest was completed or had otherwise expired?
Having it respawn upon destruction is just as annoying and slightly more complex in coding....granted, not too bad...but if it is just going to come back while the Quest is active anyway, then why bother with allowing it to be destroyed in the first place?
That could work.
I wouldn't want to see 10 quests open at the same time for players to abuse whenever.
So i like the expiration aspect.
Say... 30 minutes from the time the quest is given it expires?
I'm not sure about 30 minutes specifically, that part can be figured out if it gets implemented, but I agree that there should be either a timed expiration, or auto-expires when the player logs out, or maybe both.
...or even a limit to the number of active quests that can be available at once to each player.
In creative mode, it could be always visible for placement/removal purposes so that the creator can adjust the x/y/z positioning of where it will appear when player quests are activated.
Well, why go to point a to point b for nothing without having to do something? Or am I misunderstanding?
The logout feature you said, and the regulation about how many quests at once would be beneficial should that get added.
I'm thinking that it would function more like an ender chest to a certain degree, for example: If a player is not on a quest, they can't see the quest item(s) in an activated chest (it would seem empty to them), if 5 players have activated the same quest, then each of them individually would be able to select the quest item(s) that was specifically intended for their quest reward in particular, if no quests are active, then the chest would just not be there.
This eliminates a need to respawn. It also eliminates the ability of someone to pawn their quest off on someone else. if it is your quest, then own it, don't con someone else into doing it for you.
Oh.. so keep the artifact as a collectible? Gotcha
I could see that.. But then how would it differentiate whether or not 5 players are doing it together or not?
Because if it was five players.... would any one of those five players be able to pick up the artifact or is the 'leader'/person who opened the quest the only one allowed to see what's in the chest?
Only the person who activated the quest would be able to retrieve the contents from the chest... but that wouldn't stop multiple players from accessing the same quest at the same time and all benefiting from helping each other meet their common goal and each of them be able to retrieve their own quest contents at the same time.
Sounds good