One vastly undervalued aspect in minecraft is the villages. First mobs spawn here like crazy, in all survival games human habitats function as safe zones to seek solace and peace from the horror that surrounds it. Specially if you like playing on hardcore mode on hard difficulty settings it would be nice to feel safe while working and trading without constantly worrying about creepers ambushing you. Regardless of how many glowstones or torches you place they always come, so we should definately arm the villagers and make them capable of defending their property under the constitutional rights.
Secondly villages are exclusively mirroring the same pattern with the occasional blacksmith, church or library.
I work as a coder, and making a randomisation of about fifty or hundred varieties is no grand challenge.
The quality would drastically improve with slightly more complex designs on the Z axis like up in trees or inside mountains It's a historical fact that cities usually centered around certain activities. Maybe even communities of soldiers, hunters, farmers, mushroom gatherers, fishermen, ranchers, sheep herders, miners, monks that looks safe from the outside, but can host an evil sorcerer in the basement. Villages that would advertise goods from their own respective field. That's just a handful of endless opportunities.
Thirdly, a more efficient way to utilize gold is to turn the bars into actual coins for trading with villagers. This would allow you to trade a single coin for a loaf of bread or similar so there would be no need for every village to have the same painful correlation of farming fields. The villager trading system is in fact not optimal. This small change would give the game so much more depth and the game would improve ten folds.
The last thing I have to say being a game designer is that in my humble opinion the micro small prison cell like villager houses, the big dark melancholy no furniture houses, and the fact that the inhabitants look more like the Ood from Doctor Who than actual friendly humans contributes to a cold and unsettling atmosphere.
Something incredibly simple but effective like this would bring the game up to date and would absolutely make playing minecraft a more enjoyable experience.
One vastly undervalued aspect in minecraft is the villages. First mobs spawn here like crazy, in all survival games human habitats function as safe zones to seek solace and peace from the horror that surrounds it.
Arguably Minecraft is not as much of a survival game as a sandbox game. Sure we have a hunger system, but that's only relevant for the first few hours of gameplay. When you start feeding yourself steaks and golden carrots, this just becomes an annoyance rather than a gameplay mechanic. (Although in combat situations it can create some tense situations. Not being able to heal because your hunger is down can be devastating.)
Coming back from that long tangent, the villages in Minecraft are a bit more like those from Terraria, a game in which you actually build the houses for your villagers and have to defend them. In the same way, Minecraft villagers are a useful asset if you protect them and keep them safe, but will quickly die if you don't care about them.
Specially if you like playing on hardcore mode on hard difficulty settings it would be nice to feel safe while working and trading without constantly worrying about creepers ambushing you.
Admittedly, this would be nice, but I'd argue that it's the player's job to create a safe space for themselves. Mob spawns can be prevented with player-placed torches, and the player has the ability to construct walls, trenches, and traps.
Regardless of how many glowstones or torches you place they always come,
(oh ok you thought of this)
so we should definately arm the villagers and make them capable of defending their property under the constitutional rights.
We have iron golems for this, though. In addition, villager guards are highly frowned upon. It's possible that a more common, less expensive guard should exist, but villagers are often thought of too weak/stupid to guard themselves.
Secondly villages are exclusively mirroring the same pattern with the occasional blacksmith, church or library.
I work as a coder, and making a randomisation of about fifty or hundred varieties is no grand challenge.
That depends. AFAIK, the villages in Minecraft are created from schematic files. Creating a hundred of these for each building could quickly expand the download size of new Minecraft versions by a lot for detail most people are okay without.
On the other hand, if villages are overhauled to procedurally create buildings, this... would actually be really cool now that I think about it. We already have generated structures with random rooms. The only thing is that the current village buildings have a bit of a nostalgic feel to them, like the old textures. Minecrafters take nostalgia very seriously in this game.
The quality would drastically improve with slightly more complex designs on the Z axis like up in trees or inside mountains
Trees and mountains are placed separately from villages, though, and the world generator doesn't handle stuff like this very well. (Have you seen how elevation tends to bury the doors of village houses behind mounds of dirt?)
It's a historical fact that cities usually centered around certain activities.
It's not a city, though, it's a village. That's an important distinction to make. Villages are just small places where farmers can congregate and prepare food to sell to cities, which usually contain government, fewer farms, and soldiers to defend villages.
Maybe even communities of soldiers, hunters, farmers, mushroom gatherers, fishermen, ranchers, sheep herders, miners, monks that looks safe from the outside, but can host an evil sorcerer in the basement. Villages that would advertise goods from their own respective field. That's just a handful of endless opportunities.
While this idea is cool, it's always been clear that villages produce crops and sometimes books. (Villagers are a bit like farming monks now that I think about it. Monks used to produce books too but from sheepskin parchment instead of wood paper. The monks of Dark Ages England might be more comparable to Minecraft's villagers than regular townspeople. They even get invaded by Vikings in the form of Zombies...)
Thirdly, a more efficient way to utilize gold is to turn the bars into actual coins for trading with villagers. This would allow you to trade a single coin for a loaf of bread or similar so there would be no need for every village to have the same painful correlation of farming fields. This small change would give the game so much more depth and the game would improve ten folds.
This is what emeralds are for. In addition, being able to get gold for selling cheap, farmable stuff like wheat or other crops makes gold a meaninglessly cheap resource rather than an infrequent ore like it is now.
What's the problem with emeralds? It's just a currency that isn't based on gold, why is that a problem? The idea is to have a currency which can only be received through trading. (Yes, you can mine for emeralds, but that's slow and inefficient.)
The villager trading system is in fact not optimal.
This I can agree with. Now, Librarian Villagers can be very powerful if they have a trade for Mending books or other rare enchantment books, but other villagers barely get any time in the spotlight. In addition, some of the trades don't make too much sense. Why does the farmer buy up wheat and other crops? Isn't it his job to harvest and sell those crops?
The last thing I have to say being a game designer is that in my humble opinion the micro small prison cell like villager houses, the big dark melancholy no furniture houses, and the fact that the inhabitants look more like the Ood from Doctor Who than actual friendly humans contributes to a cold and unsettling atmosphere.
A reasonable concern, although I think if you tried to change villagers a lot of people would have a problem with that. (Again, Minecrafters take nostalgia very seriously)
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I feel obtaining enchantments from emerald trading is extremely inefficient.
Regarding gold I feel like it's so abundant in the overworld, I literally only use it on carrots and apples.. It would be nice with another way of utilizing this material. When I see Diamond I go YEEEEEES, but gold is like Meh.
I feel obtaining enchantments from emerald trading is extremely inefficient.
That depends on the enchantment, and how you are obtaining the emeralds. If you can harvest crops at Hermitcraft levels of insanity, then it's easy to earn stacks of emeralds by trading with farmer villagers. This makes getting Mending or other treasure enchantments far easier, not to mention that the books become renewable.
Regarding gold I feel like it's so abundant in the overworld, I literally only use it on carrots and apples.. It would be nice with another way of utilizing this material. When I see Diamond I go YEEEEEES, but gold is like Meh.
It would be nice, but I don't think replacing emeralds is the solution.
Emeralds are not meant to be mined and traded. Finding an emerald while mining is more of an occasional reward rather than a good source of wealth. In addition, Emerald is not meant to be used in crafting recipes, the gem's only value is in trading. (Or decoration if you really like the color green)
If, on the other hand, we used gold, then being able to get mountains of gold becomes incredibly easy once you've found a villager with nice trades. And once gold becomes easy to find, its derivatives (golden apples and golden carrots) go from being luxury items to being common equipment.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
If you start messing with villages too much, it will kind of hurt some of the player-build villages that are out there. I've been working on my server for over a year to build a massive village in the end, with over a thousand population, districts with different building styles, and a huge library where we put librarians with interesting enchantments.
Updating the mechanics of how they naturally generate is all well and good, but don't go too crazy with over-specialization.
One vastly undervalued aspect in minecraft is the villages. First mobs spawn here like crazy, in all survival games human habitats function as safe zones to seek solace and peace from the horror that surrounds it. Specially if you like playing on hardcore mode on hard difficulty settings it would be nice to feel safe while working and trading without constantly worrying about creepers ambushing you. Regardless of how many glowstones or torches you place they always come, so we should definately arm the villagers and make them capable of defending their property under the constitutional rights.
Secondly villages are exclusively mirroring the same pattern with the occasional blacksmith, church or library.
I work as a coder, and making a randomisation of about fifty or hundred varieties is no grand challenge.
The quality would drastically improve with slightly more complex designs on the Z axis like up in trees or inside mountains It's a historical fact that cities usually centered around certain activities. Maybe even communities of soldiers, hunters, farmers, mushroom gatherers, fishermen, ranchers, sheep herders, miners, monks that looks safe from the outside, but can host an evil sorcerer in the basement. Villages that would advertise goods from their own respective field. That's just a handful of endless opportunities.
Thirdly, a more efficient way to utilize gold is to turn the bars into actual coins for trading with villagers. This would allow you to trade a single coin for a loaf of bread or similar so there would be no need for every village to have the same painful correlation of farming fields. The villager trading system is in fact not optimal. This small change would give the game so much more depth and the game would improve ten folds.
The last thing I have to say being a game designer is that in my humble opinion the micro small prison cell like villager houses, the big dark melancholy no furniture houses, and the fact that the inhabitants look more like the Ood from Doctor Who than actual friendly humans contributes to a cold and unsettling atmosphere.
1. There are many suggestions on improving villages (I reccomend fishg's threads).
2. No, we will never add gold coins. We have emeralds that do that already.
3 The game won't improve tenfold if we improve villages.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Something incredibly simple but effective like this would bring the game up to date and would absolutely make playing minecraft a more enjoyable experience.
https://www.minecraftforum.net/forums/show-your-creation/screenshots/1598362-small-coastal-medieval-village
Arguably Minecraft is not as much of a survival game as a sandbox game. Sure we have a hunger system, but that's only relevant for the first few hours of gameplay. When you start feeding yourself steaks and golden carrots, this just becomes an annoyance rather than a gameplay mechanic. (Although in combat situations it can create some tense situations. Not being able to heal because your hunger is down can be devastating.)
Coming back from that long tangent, the villages in Minecraft are a bit more like those from Terraria, a game in which you actually build the houses for your villagers and have to defend them. In the same way, Minecraft villagers are a useful asset if you protect them and keep them safe, but will quickly die if you don't care about them.
Admittedly, this would be nice, but I'd argue that it's the player's job to create a safe space for themselves. Mob spawns can be prevented with player-placed torches, and the player has the ability to construct walls, trenches, and traps.
(oh ok you thought of this)
We have iron golems for this, though. In addition, villager guards are highly frowned upon. It's possible that a more common, less expensive guard should exist, but villagers are often thought of too weak/stupid to guard themselves.
That depends. AFAIK, the villages in Minecraft are created from schematic files. Creating a hundred of these for each building could quickly expand the download size of new Minecraft versions by a lot for detail most people are okay without.
On the other hand, if villages are overhauled to procedurally create buildings, this... would actually be really cool now that I think about it. We already have generated structures with random rooms. The only thing is that the current village buildings have a bit of a nostalgic feel to them, like the old textures. Minecrafters take nostalgia very seriously in this game.
Trees and mountains are placed separately from villages, though, and the world generator doesn't handle stuff like this very well. (Have you seen how elevation tends to bury the doors of village houses behind mounds of dirt?)
It's not a city, though, it's a village. That's an important distinction to make. Villages are just small places where farmers can congregate and prepare food to sell to cities, which usually contain government, fewer farms, and soldiers to defend villages.
While this idea is cool, it's always been clear that villages produce crops and sometimes books. (Villagers are a bit like farming monks now that I think about it. Monks used to produce books too but from sheepskin parchment instead of wood paper. The monks of Dark Ages England might be more comparable to Minecraft's villagers than regular townspeople. They even get invaded by Vikings in the form of Zombies...)
This is what emeralds are for. In addition, being able to get gold for selling cheap, farmable stuff like wheat or other crops makes gold a meaninglessly cheap resource rather than an infrequent ore like it is now.
What's the problem with emeralds? It's just a currency that isn't based on gold, why is that a problem? The idea is to have a currency which can only be received through trading. (Yes, you can mine for emeralds, but that's slow and inefficient.)
This I can agree with. Now, Librarian Villagers can be very powerful if they have a trade for Mending books or other rare enchantment books, but other villagers barely get any time in the spotlight. In addition, some of the trades don't make too much sense. Why does the farmer buy up wheat and other crops? Isn't it his job to harvest and sell those crops?
A reasonable concern, although I think if you tried to change villagers a lot of people would have a problem with that. (Again, Minecrafters take nostalgia very seriously)
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I feel obtaining enchantments from emerald trading is extremely inefficient.
Regarding gold I feel like it's so abundant in the overworld, I literally only use it on carrots and apples.. It would be nice with another way of utilizing this material. When I see Diamond I go YEEEEEES, but gold is like Meh.
That depends on the enchantment, and how you are obtaining the emeralds. If you can harvest crops at Hermitcraft levels of insanity, then it's easy to earn stacks of emeralds by trading with farmer villagers. This makes getting Mending or other treasure enchantments far easier, not to mention that the books become renewable.
It would be nice, but I don't think replacing emeralds is the solution.
Emeralds are not meant to be mined and traded. Finding an emerald while mining is more of an occasional reward rather than a good source of wealth. In addition, Emerald is not meant to be used in crafting recipes, the gem's only value is in trading. (Or decoration if you really like the color green)
If, on the other hand, we used gold, then being able to get mountains of gold becomes incredibly easy once you've found a villager with nice trades. And once gold becomes easy to find, its derivatives (golden apples and golden carrots) go from being luxury items to being common equipment.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
If you start messing with villages too much, it will kind of hurt some of the player-build villages that are out there. I've been working on my server for over a year to build a massive village in the end, with over a thousand population, districts with different building styles, and a huge library where we put librarians with interesting enchantments.
Updating the mechanics of how they naturally generate is all well and good, but don't go too crazy with over-specialization.
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