"What is the possibility of creating a game/map slightly modified into a MMORPG. With infinite maps and crafting in now, there would only be a couple things to modify. You would have to adopt some system of promotions in-game, as well as locking all abilities of a normal character, to be unlocked through promotion. Probably, you would also have to create skins for everyone, which change on promotion.
The game could actually be governed by players themselves, with minimum supervision from ops (easily explained in-game as magicians, etc.) But a council system of 10 people, with the 9 heads of different jobs, and one leader with 2 votes, could govern one city-state fairly well. With an initial beginning as two warring city-states, the game could expand to a large political world.
Deaths in-game would result in demotion one or two levels, depending on situation.
Probable 9 classes:
Warrior: outfitted with weapons, sent into battles, which could be scheduled, and raids, which can be random. An ax to destroy wood could be given, but they would be unable to get through any other materials. Higher levels would supervise in-battle promotions for work done.
Archer: I think this one is self-explanatory. With promotions, would be in charge of other archers, same as warriors.
Explorer: given some bad equipment, they'd be able to multitask. Later ones would be sent as diplomats to new cities.
Hunter: They would use bows and swords, and would be in charge of hunting monsters for resources.
Farmer: This one's obvious. Low-level ones would have small farm, superiors would supervise.
Clerk: In charge of regulating in and inter-city trade. Rise from merchant level to supervisory.
Miner: In addition to the obvious, might also share the ability to log forests with the farmer. As promoted, superior tools, and supervision of mining projects.
Builder: Would be able to place and sometimes destroy blocks. Once promoted, would become architect, planning buildings.
Crafter: Able to craft materials. As promotions improve, would get ability to use superior materials.
Leader: Manages council of a city. Upon death or resignation, council would elect one among themselves.
City-states should have mostly barren outlying territories, which can be fought over in wars. Wars should be composed of both people with fighting classes, and AI's, who will be hirable as guards and soldiers, and whose numbers will correspond to gold invested by the city-state. Trade, incidentally, will be regulated by clerks, and will balance the resources of a city-state.
Tell me if you have any comments/suggestions.
Sounds like too much work for me, I mean, stuck farming all day when you could be out mining, chopping, warrior-ing, farming, crafting, and exploring all on the same day? No, maybe the city thing would work, but people are on the game to have fun.
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Yeaaahno. I hate games that merit "levels" based on how much time you spend holding and/or pressing the LMB, without much reliance on actual skill. Yes...this means I hate WoW and Runescape and other games similiar
Whenever I see someone suggesting classes or leveling up for minecraft I get twitchy.
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Leveling is for chumps. Minecraft u need imaaggiiinattttion *insert rainbow here*. I wouldn't like for people with max lvl walking around like they own the place.
Minecraft should not be like an MMO, there are enough of those who do what they do well. Minecraft is a different game, with a different fan base, with the capacity to be something different.
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Minecraft should not be like an MMO, there are enough of those who do what they do well. Minecraft is a different game, with a different fan base, with the capacity to be something different.
Leveling is for chumps. Minecraft u need imaaggiiinattttion *insert rainbow here*. I wouldn't like for people with max lvl walking around like they own the place.
You misunderstand. This would be ONE SERVER or a seprate mod. No, god no would it be the actual game, as a replacement or otherwise. This would be ONE SERVER or another mod, thus only for people who ACTUALLY WANTED to play it.
I'd appreciate some CONSTRUCTIVE criticism, instead of hatemail. Thank joo.
it can not be done, for making a server that size would take some serious hardware, and maintenance, which requires money. Although the initial cost we spent on the game could be used for this, it would eventually run dry as there is no new profit except new members. so a subscription cost would have to be set up to pay for this new server. and thats a big NO.
or you would have to just rely on the good fortune of other players, but their severs I doubt could hold more than a 100 people, and 100 people is not an mmo. there is no massive in 100 maximum
along with the amount of coding necessary to put all of that in the game would take notch years. The current version of minecraft is far more simple in comparison, and notch is still having issues making it compatible for multiplayer.
The game could actually be governed by players themselves, with minimum supervision from ops (easily explained in-game as magicians, etc.) But a council system of 10 people, with the 9 heads of different jobs, and one leader with 2 votes, could govern one city-state fairly well. With an initial beginning as two warring city-states, the game could expand to a large political world.
Deaths in-game would result in demotion one or two levels, depending on situation.
Probable 9 classes:
Warrior: outfitted with weapons, sent into battles, which could be scheduled, and raids, which can be random. An ax to destroy wood could be given, but they would be unable to get through any other materials. Higher levels would supervise in-battle promotions for work done.
Archer: I think this one is self-explanatory. With promotions, would be in charge of other archers, same as warriors.
Explorer: given some bad equipment, they'd be able to multitask. Later ones would be sent as diplomats to new cities.
Hunter: They would use bows and swords, and would be in charge of hunting monsters for resources.
Farmer: This one's obvious. Low-level ones would have small farm, superiors would supervise.
Clerk: In charge of regulating in and inter-city trade. Rise from merchant level to supervisory.
Miner: In addition to the obvious, might also share the ability to log forests with the farmer. As promoted, superior tools, and supervision of mining projects.
Builder: Would be able to place and sometimes destroy blocks. Once promoted, would become architect, planning buildings.
Crafter: Able to craft materials. As promotions improve, would get ability to use superior materials.
Leader: Manages council of a city. Upon death or resignation, council would elect one among themselves.
City-states should have mostly barren outlying territories, which can be fought over in wars. Wars should be composed of both people with fighting classes, and AI's, who will be hirable as guards and soldiers, and whose numbers will correspond to gold invested by the city-state. Trade, incidentally, will be regulated by clerks, and will balance the resources of a city-state.
Tell me if you have any comments/suggestions.
Whenever I see someone suggesting classes or leveling up for minecraft I get twitchy.
yes minecraft is a sand box game not an RPG
Bill: Hey joe, where you at?
Joe: Oh hey Bill, I'm next to the mountain.
Bill: ...
Hahahaha, I laughed my ass off at that.
I'd appreciate some CONSTRUCTIVE criticism, instead of hatemail. Thank joo.
You could check on the server listing. I apologize for the community here, they have bandwagon fever.
or you would have to just rely on the good fortune of other players, but their severs I doubt could hold more than a 100 people, and 100 people is not an mmo. there is no massive in 100 maximum
along with the amount of coding necessary to put all of that in the game would take notch years. The current version of minecraft is far more simple in comparison, and notch is still having issues making it compatible for multiplayer.
I'm not sure you need to put a potential personal mod on a private server in the suggestions section.
It also would have helped if you made that point immediately clear, it's kind of critical to its reception.