Cured Villagers should be mentioned in the suggestion, specially in terms of mechanics, such as Village names (That is, wether villages created by the Player would have a random name or a custom one), or wether is a village created or expanded by the Player able to be considered a City. I like this. I think that large Villages would eventually become cities, with a villager becoming a Prince. I will add this in v5.
Invasions should have a few related mobs that don't spawn in normal Sieges. For instance, Zombie Invasions could include Drowned on top of the Skeletons if the City under invasion is close to a large body of water from where Drowned could spawn (They would have a doubled chance to spawn with Tridents so they're a threat during the Invasion once they get to land). Illager Invasions could spawn a low (2-3 at most) number of Evokers, which would make Illager Invasions a renewable source of Totems of Undying, at the cost of being a lot more difficult to beat than storming Woodland Mansions. This is a solid idea. Perhaps there would be one Evoker as a "commander" of the invasion, who would spawn back in a camp area, and who would have some Brigands around him to dissuade attack.
Cities should additionally be divided into "streets" where each street's population would tend towards specific sets of related professions, such as, say, having Alchemists and Engineers as predominant population within the same street. This would both reflect guilds and similar associations to an extent, and would make it easier for the Player to find specific professions within the same city. Additionally, they should also spawn with a "market" where Traders and Financers would tend to be spawned in. This is a very very solid idea and I love it. I'm most certainly adding this come v5.0.
As for the "seedier elements", unique mobs should be used (They could be called "Crillagers", as a portmaneau of Villager and Criminal), both to implement unique mechanics and to give the seedier elements a bit of uniqueness. Additionally, said mobs should tend to spawn in specific streets, showing poorer areas of the overall city.
They would tend to wear unique clothes, and mostly act at night. Additionally, some Crillagers would look paler (This would be specific mobs, to imply that they're related to Illagers). They would still be attacked by Zombies and Skeletons, but some of them would be left alone by Illagers.
Suggestions could be(Sorry if this almost sounds like a suggestion within a suggestion):
Thuggish Villagers that may try to mug the Player (As long as the latter doesn't have a low reputation or is openly carrying a weapon that deals at least 9 damage per attack. If Villager rep is too low, they run away. They're neutral if intimidated by wielding a weapon). They could wear capes, and would wield Stone Swords (As they would be cheap and effective at intimidating their victims). They would be the most common Crillagers. An unique trait they have is that they can turn into other professions if the Player causes a noticeable demand for it (For instance, creating farmland within the City can turn them into Farmers). Mugging would work by them pointing at the Player with their sword, and then, they would demand an item (usually emeralds). The game would then mark items that could be given in order to satisfy the mugger. If caught by Guardsmen or Iron Golems while mugging the Player they will chase away the Thuggish Villagers. If they don't get anything off the Player, they'll attack, but will run away if their health is below 50%. If they're caught by Guardsmen or Iron Golems while attacking a Player with a high rep, the Thuggish Villager will be attacked.
To keep things (relatively) simple, I think I'll add two basic variants, one with a sword, and one with an arquebus, with sword guys being more common. They would look like any profession (most commonly low class) and would work identically, but at night (assuming there is no invasion going on) they would walk outside. (In cities in v5, villagers will have a high chance of just ignoring the night and walking around, owing to its better militia force.) They would try to steer clear from the defensive mobs and would do the same thing as Brigands, just pocketing the emeralds for themselves. I am not sure whether they would try it on the player, since it would be hard to communicate and realistically I don't think they'd try attacking someone much more powerful than them. I could also add disguised Illagers who would reveal themselves during an invasion. To support this latter one, there could be "immigrants" that would arrive every so often (getting around the fact that there's not a lot of buildable space in a City with walls, and thus Builders will eventually stop and so the population will level out).
Pickpockets would try to pickpocket the Player, replacing a random miscellaneous item (Not a weapon/tool or enchanted item) with a map of the city with an X that marks the location of their boss. They try to pickpocket the Player or the same villager only once per day. They usually run away if attacked, and dealing less than 2 Damage to them doesn't decrease the Player's Villager rep (This means that, in order to scare them off, punching them works without much repercussion), althrough killing them still acts like killing a normal Baby Villager.If smacked away, they'll drop the stolen items, retreat to a random home, heal during the day, and will leave the Player along for 2 days. They also pickpocket other Vilagers, making them slightly more tolerable. They're be notable for being the only baby Crillagers, "reporting" to another Crillager, and for lowering the Player's reputation on death. They tend to be the most common Crillagers out of seedy streets. Thief type mobs annoy me heavily. Having them leave a map to the boss sounds cool, but realistically I think it would be way too easy for someone to accidentally kill them with a powerful sword and anger the other villagers.
Pickpocket Bosses would sell items that are of...questionable procedence, such as trying to sell the Player back their stolen items. They can, alternatively, drop the Players' stolen items on death (Along with 1-3 Emeralds), letting the Player reward the Pickpocket Boss' insistence on selling their own stolen items with a hot blind date. Each has a few Pickpockets "working" for them. Killing them increases the Player's Villager rep by 2 (After all, their pickpockets also steal from other villagers, so they likely have the same feelings for Pickpocket Bosses as the Player). The sole reason the Player has for not killing what would probably be the most infuriating mob in Minecraft ever since the conception of Creepers is that they also sell items stolen form other villagers, letting the Player obtain certain items at less price. Additionally, the death of a Pickpocket boss causes it's associated Pickpockets to turn into normal Baby Villagers.
Bootlegger: These are among those Crillagers that look a bit like Illagers and are spared by them. They sell items, but, unlike the Pickpocket Bosses, you'll have more reasons to use Bootleggers' services instead of using them as Zombie bait. They sell more unique items, such as potions that cause baby animals and villagers to lose most of their health but instantly mature, or which keep them in their baby state (After all, kittens are even cuter than adult cats, and this would also explain why are Pickpockets unable to grow up), among other items that are of of either questionable usefulness or require some creativity to use well, most of them being either potions or enchanted items.
This sounds okay, but criminal Villagers honestly shouldn't be super complex, just being a facet of the city rather than a "faction" all their own.
Disguised Illager: They are Illagers that are disguised to look like Villagers. If the Player's Villager Reputation is too high, they'll stalk the Player, taking the disguise of various villager professions (Most commonly, they'll disguise themselves as Nitwits), and will try to stay far enough from the Player to be unable to be traded with, as they don't actually trade in this state. They'll patiently keep the stalking game until they find a situation where the Player is alone, they'll attack, starting by throwing a Splash Potion of Poisoning (Althrough they'll only throw one in the entire fight). After that, they act like either an Apprentice Evoker, or a Vindicator. If Villager Rep is low, they act as an alternate means of finding a Woodland Explorer map.
Since they're actually Illagers, they won't be attacked by undead or Illagers. During Illager Invasions, existing Disguised Illagers will try to attack normal Villagers. If Guardsmen see them within range of undead, they'll notice that the undead aren't attacking the Disguised Illager and figure out what is going on, causing the Disguised Illager to outright drop their pretense and turn into either an Apprentice Evoker, or a Vindicator.
I like this concept quite a bit and I'll add it.
Responses in bold. These ideas are solid and I'll add some of them for sure. v5 should come fairly soon once I consolidate things; I'm debating on assembling all the buildings and providing in-game images of them, as well as an example City.
Overall, this idea is very interesting, however it also has many flaws that would probably make it very hard to get into the actual game. '
My greatest criticism to this update might be the popularity idea. Who would want justice in Minecraft? Minecraft is the land of the free, and also the place of great potentials. Even if it means looting from villages and scorching the wooden buildings to build your own metropolis, If massacring one village could lead to villages in the entire world to hate you, I really think you're doomed in this world, as they would hire their hitmen on you.
Speaking of which, I don't think many people, especially stupid kids, would want to experience how the overwhelming justice system by golems or wars between factions work. These special events are pretty over-complicated in my opinion.
Overall, this idea is very interesting, however it also has many flaws that would probably make it very hard to get into the actual game. '
My greatest criticism to this update might be the popularity idea. Who would want justice in Minecraft? Minecraft is the land of the free, and also the place of great potentials. Even if it means looting from villages and scorching the wooden buildings to build your own metropolis, If massacring one village could lead to villages in the entire world to hate you, I really think you're doomed in this world, as they would hire their hitmen on you.
Speaking of which, I don't think many people, especially stupid kids, would want to experience how the overwhelming justice system by golems or wars between factions work. These special events are pretty over-complicated in my opinion.
Does every single suggestion have to go through the "Would kids understand it?" test? Treating Minecraft like a product to be marketed only kills creativity regarding suggestions. And when did he say the villagers would hire hitmen against the player? At the worst reputation level possible, you'll simply be barred from entering the village/city without being attacked by the defense mobs, nothing else.
Since the quoting system is a little weird, I'll respond to each of these through a conventional post. Responses are in italics now, since you've already bolded yours.
Mine will still be in Bold and Underlined.
What? I'm not sure what you mean here. Villages aren't supposed to exactly conform to terrain anymore, instead they sort of "regularize" the land around them (not perfectly, mind you) to make the place look more natural and less like a bunch of houses randomly slapped onto the side of a mountain.
How significant of an effect are we talking about, exactly?
Didn't intend any.
Indeed. I did.
Mountain villages still exist- just that villages tend to flatten land somewhat around them.
Seems somewhat contradictory. Again, will need a better estimate of how flat you're talking about.
They do. This is used to determine things like whether or not villagers stay in a village or randomly wander (i.e. if they fit in the boundaries). The name thing is both to flavor things up and to provide an exact determination of whether or not you are in the boundaries, which is highly useful for players who like planning out their towns.
Well, seems alright. All that's left is what the name's aesthetic design will be like. Are there any other places in vanilla MC where text pops up?
You're right. I should change this to a randomly generated banner.
Maybe still with a Testificate head icon on it, but yes, I think that would be better.
You're thinking of villagers. This command is related to VILLAGES. Doing it would let you rename, say, Tarnhill to "Pootis Land" or whatever the heck you want if you don't like the village's name.
Ah, my bad. Seems fine. An alternate way would be adding an editable sign somewhere in the village, which would be more accessible to the less command-savvy players of MC.
Like you said, it doesn't really mean anything and thus isn't very useful. Villager appearance is already defined by their class. It controls things like the order of response for Guardsmen (forgive me if I forgot to write that down) and what hats are worn. It doesn't appear in any named form in-game, but is an internal form of differentiation. Well, I'll leave internal forms of differentiation up to the programmers. Your suggestion is their choice on whether or not it's viable, then.
Hats on villagers would seem weird in a block game. Right now, the only hats in Minecraft are helmets, and I'm personally fine with that. Basic cloth caps look fine, and the other more complex hats can use the second layer on heads, such as how some player skins do it. It really isn't impossible in any way.
Yes, depends on the type of hats you mean. Otherwise could help in villager differentiation.
Villagers are getting a little too smart. Have you ever considered that villagers may be intentionally designed to look and sound, well, 'stupid'? They have long noses and folded arms. They make weird noises, run off cliffs, stare at each other, stare at the player, run in circles, you name it. It's part of what makes them unique and unlike other human-like NPCs in other games. Dude. They're smart enough to set up these villages and manage daily life. The fact that their current AI is nightmarishly dumb is a fault, not a feature. Furthermore, literally nobody whatsoever likes dumb villagers in
practice; they get themselves killed so easily it's not even funny, to the point where you have to brick them into their houses to keep them safe. That's not a preferable alternative to having them be smart enough to not die like flies.
We never see them setting up the villages, we just know villages exist with villagers and Iron Golems in them. And all they during the day is stare at each other.
It is a feature; as I said, it's what makes them unique.
Villagers getting killed isn't even a major problem. Most of the time, they're smart enough to run and hide inside a random house. Iron Golems and maybe the player help protect them. Even if they accidentally die, it doesn't matter much because more villagers will just spawn.
What's wrong with that? And besides, TF2 lacks any kind of musket type weapon, so I don't get what you're trying to say here.
'Twas a joke about your apparent obsession with adding guns to Minecraft.
This is nowhere near sufficient for me to know what you find wrong with this.
It wasn't intended to be.
I'm still not convinced by the whole steampunk theme.
Rollback Post to RevisionRollBack
Quote me if you're replying to my comment please.
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WOW great read. I know many people hate the idea of any form of guns being added. And i understand the position from a cultural perspective, but from a more Objective point of view i would love it to be added. But i think it would be slightly more interesting if the guards use the musket, while the brigands use crossbows. To differentiate the crossbow from the musket from a mechanical perspective, the crossbow doesn't work like a traditional one-shot reload type weapon. Its more like an automatic crossbow. It sprays a 16 bullet magazine, 4 bullets per second. How ever it takes 5 seconds to reload.
One big problem i have is the builder's profession. I would prefer if they didn't build houses and such. I think they should just rebuild creeper explosions and player greifed blocks, also blocks broken by illagers, zombies, etc. The service can also be drastically simplified when placed/ when following you they simply d the same repair task around a certain radius(just the creeper explosions, not the player grief thing.)
How significant of an effect are we talking about, exactly?
I'd say it flattens things by around 50%; basically, brings "lows" in the terrain 50% closer to the average, and highs 50% closer as well. So instead of a naturally generated hill having a 45-degree "road" going up it to a single house, and craters in the middle of streets, you get less undulating terrain, yet still not "perfect" flatland. This is meant to represent both the fact that villagers would have probably chosen a less extreme spot to build, and that they would have done a bit of earthwork around the place (filling in holes, etc.)
Seems somewhat contradictory. Again, will need a better estimate of how flat you're talking about.
A mountain village will likely be on a bit of a "flatter"/more gently sloping area along the mountainside than the current "houses sparsely placed along a sheer drop". Because village houses don't spawn on things like water or severe changes in terrain anymore, mountain villages would be smaller than flatland villages, which makes sense to me.
Well, seems alright. All that's left is what the name's aesthetic design will be like. Are there any other places in vanilla MC where text pops up? On things like beds and boats when you exit or whatnot. It would be above the HUD, a short message saying something like "Welcome to Bluestone" or "Now leaving Bluestone" when entering/exiting a village.
Ah, my bad. Seems fine. An alternate way would be adding an editable sign somewhere in the village, which would be more accessible to the less command-savvy players of MC. Perhaps, but I feel a command would be simpler and easier.
Like you said, it doesn't really mean anything and thus isn't very useful. Villager appearance is already defined by their class. It controls things like the order of response for Guardsmen (forgive me if I forgot to write that down) and what hats are worn. It doesn't appear in any named form in-game, but is an internal form of differentiation.
We never see them setting up the villages, we just know villages exist with villagers and Iron Golems in them. And all they during the day is stare at each other.
It is a feature; as I said, it's what makes them unique.
Villagers getting killed isn't even a major problem. Most of the time, they're smart enough to run and hide inside a random house. Iron Golems and maybe the player help protect them. Even if they accidentally die, it doesn't matter much because more villagers will just spawn. I don't want super mastermind Villagers either, but at the moment they're so inhumanly stupid that you can't honestly be saying "it's a feature" with a straight face if you examine how they get themselves killed in a million ways without player intervention. Iron Golems do a horrible job of protecting Villagers. As for intelligent behaviors, they build Golems in their likeness, build villages (and no, it's not just morons finding them; it's very clear that they can build them given that they have distinct buildings for professions), have jobs and distinct robes for them, and overall have a functional society. If they die it should be a matter more concerning than, say, a pig. The main purpose of this suggestion is to make Villagers able to keep themselves alive without needing to be bricked into their houses. I'm still not convinced by the whole steampunk theme.I wouldn't call it steampunk; steampunk implies revolvers, coal-driven mecha, and wastelands. About the only "steampunky" feature is the airship, and that's tied to a certain NPC as well as being a way of more easily building in SMP and cheaply travelling by air (with restrictions of course). Everything else- including the arquebus and villager hat styles- are set up to be styled after the early Age of Discovery (1490-1521) and the Renaissance.
i think to solve the generation issue, villages should become mini biomes, each native of the ones villages generate in currently eg: taiga, roofed forest etc.
WOW great read. Thank you! I know many people hate the idea of any form of guns being added. And i understand the position from a cultural perspective, but from a more Objective point of view i would love it to be added. But i think it would be slightly more interesting if the guards use the musket, while the brigands use crossbows. To differentiate the crossbow from the musket from a mechanical perspective, the crossbow doesn't work like a traditional one-shot reload type weapon. Its more like an automatic crossbow. It sprays a 16 bullet magazine, 4 bullets per second. How ever it takes 5 seconds to reload. A crossbow could be something like the old Alpha/Beta Bow, firing at short range but rapidly. The brigands however are meant to primarily be "anti-guardsmen" of sorts; that means bringing armor-piercing attacks to the table, making storming a Woodland Mansion quite a bit less of an anti-climax like it is right now.
One big problem i have is the builder's profession. I would prefer if they didn't build houses and such. I think they should just rebuild creeper explosions and player greifed blocks, also blocks broken by illagers, zombies, etc. The service can also be drastically simplified when placed/ when following you they simply d the same repair task around a certain radius(just the creeper explosions, not the player grief thing.) Unless I'm dumb and forgot to edit the OP, I added a gamerule toggling builder construction on and off. They still repair things.
Are the cities going to just be bigger versions of villages, or are they going to be more modern? Cant remember which one. Cities are basically large rectangular stone walls, with grids of streets running through them, and inside of the grass "squares" formed by the grids are randomly-generated standard buildings. At the center of the grid there is a stone building called the keep, where the Prince (the "leader" of the village) lives. I plan on enhancing this by allowing certain squares to have a greater amount of one kind of building (like a "guild" of sorts, or housing areas, or whatnot). Villages in comparison are simply randomly generated groups of buildings along streets.
Maybe cities should give a random debuff if you stay there too long. (The resident villagers would be immune to this debuff) Nah. There's already enhanced sieges to be worried about. I get that cities have historically been grounds for plagues to start, but then it wouldn't make sense if the villagers would be immune to it.
Maybe there should be large ships in the ocean that are villages, adapted to make houses work under a roof. That sounds pretty interesting. I might include that.
Responses in bold. These ideas are solid and I'll add some of them for sure. v5 should come fairly soon once I consolidate things; I'm debating on assembling all the buildings and providing in-game images of them, as well as an example City.
We're doing a mod project, check it out:
Overall, this idea is very interesting, however it also has many flaws that would probably make it very hard to get into the actual game. '
My greatest criticism to this update might be the popularity idea. Who would want justice in Minecraft? Minecraft is the land of the free, and also the place of great potentials. Even if it means looting from villages and scorching the wooden buildings to build your own metropolis, If massacring one village could lead to villages in the entire world to hate you, I really think you're doomed in this world, as they would hire their hitmen on you.
Speaking of which, I don't think many people, especially stupid kids, would want to experience how the overwhelming justice system by golems or wars between factions work. These special events are pretty over-complicated in my opinion.
Does every single suggestion have to go through the "Would kids understand it?" test? Treating Minecraft like a product to be marketed only kills creativity regarding suggestions. And when did he say the villagers would hire hitmen against the player? At the worst reputation level possible, you'll simply be barred from entering the village/city without being attacked by the defense mobs, nothing else.
Quote me if you're replying to my comment please.
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Vampire and Hunter PVP - multiplayer PvP map:
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Collection of two WIP maps (Quad SB and Advanced Village) [MinecraftForum thread]
WOW great read. I know many people hate the idea of any form of guns being added. And i understand the position from a cultural perspective, but from a more Objective point of view i would love it to be added. But i think it would be slightly more interesting if the guards use the musket, while the brigands use crossbows. To differentiate the crossbow from the musket from a mechanical perspective, the crossbow doesn't work like a traditional one-shot reload type weapon. Its more like an automatic crossbow. It sprays a 16 bullet magazine, 4 bullets per second. How ever it takes 5 seconds to reload.
One big problem i have is the builder's profession. I would prefer if they didn't build houses and such. I think they should just rebuild creeper explosions and player greifed blocks, also blocks broken by illagers, zombies, etc. The service can also be drastically simplified when placed/ when following you they simply d the same repair task around a certain radius(just the creeper explosions, not the player grief thing.)
Are the cities going to just be bigger versions of villages, or are they going to be more modern? Cant remember which one.
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The villages would make much more sense
Support
Maybe cities should give a random debuff if you stay there too long. (The resident villagers would be immune to this debuff)
Maybe there should be large ships in the ocean that are villages, adapted to make houses work under a roof.
Planetary travel
Chaostone
Whales and whalefalls
Why would you get a debuff for staying in a city too long?
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Because in the past, cities started plagues
Planetary travel
Chaostone
Whales and whalefalls
Finally coming back to this- let me respond to some posts here. All responses are in bold.
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