We all know Notch will eventually add mob villages.
These are my ideas as to how they should work.
As said before, they would spawn on land, with the seed. The mobs themselves will have a separate category aside from wolves, neutral mobs, and hostiles, allowing a certain number to exist. They should be more common than dungeons, and often two or three of the same NPC species' villages will be near to to each other.
The mobs, pigmen and goblins, both confirmed and/or strongly suggested by Notch, will be warring tribes.
Pigmen, being evolved from the passive pigs, will give you the benefit of the doubt and will only attack if you completely kill a member of their village.
Goblins, on the other hand, are cautious and will only let you in if you show them a piece of gold or diamond (as a show of wealth) or a white wool piece, signifying peace or surrender.
Each tribe gives a specific beneficial item.
Pigmen can make tools out of bones, which adds a 20% durability boost. They will typically make an iron bonesword if you give them two iron/diamond and a bone, but giving them twice as many diamonds may bribe them to give you a diamond bonesword. (Pigmen are seasoned merchants.)
Goblins can make chainmail armor with their superb artistry and craftsmanship, and chainmail will give you the durability of diamond with the strength of iron, but with normal or slightly reduced arrow damage. You will have to give them the required amount of iron for any specific piece (8 iron for a chestplate, 5 for a cap, etc.) plus a quarter of that amount in diamonds. So, a chestplate would cost you 8 iron and 2 diamond, and a full set would be 24 iron and 6 diamond.
Entering a tribe's territory bearing (having equipped) an item made from the opposing tribe weakens their trust as well. Entering a pigman village with chainmail armor will make them attack you if you hurt one at all (like goblins would normally), and goblins would immediately attack if they saw you with a bonesword in hand. These threats can always be averted with a large bribe, though. Likewise, wearing the flagship item of a tribe increases trust, and having both items keeps neutral trust.
Each vilage spawns with three to eight houses and a city hall, where a king resides. For pigmen, like their zombie counterparts would, will attack you if you kill the king, forcing you to kill them all. Goblins, on the other hand, will consider it an honorable feat and become "friendly" (like wolves, will protect you and fight for you.) But be warned, for the Goblin king has high health and a diamond armor and sword. Pigmen can be tamed by saving their life from a hostile. Friendly NPCs will wear a blue hat and follow you. It is not reccommended to have friendly pigmen and goblins together, as they will fight over you and eventually kill one another off. Also, friendly NPCs would be placed within the same category as wolves would, as they are friendly and follow you. Pigmen will also tend to keep their distance from wolves (wild or tamed).
Finally, about as rare as dungeons (or even rarer) are Boss Villages, which are engulfed in flame and have a few screaming citizens running about. A sign near an oversized and eerie city hall will tell you of the monster that attacked and overtook the city, and that you must slay it. Inside will be a dragon or giant, with 100 health, and a few monster spawners. After vanquishing both, you will be rewarded with huge riches inside a large chest and the undying loyalty of the remaining citizens (and their riches as well.) In fact, if you side with pigmen, one benefit is that their love is so undying that if you rescue a colony of pigmen from a boss village, the correspondong number of friendly pigmen that you have overland will also spawn as friendly zombie pigmen in the Nether.
I've thought of a few more ideas as well, like a chest in each citizen's home that provokes them to attack you if they spot you rummaging throuh it.
Please, submit your questions or comments! I feel the need to be a channeler of the original intentions of Notch* amongst a sea of nonsensical ideas (Guns? Pfht.). I alone won't get the job done, so I need your suggestions as well.
Thank you!
*(reminds me of an episode of Star Trek TNG I saw on BBC the other day. There was a colony of genetically engineered people).
I don't know... I kind of liked eternally burning wood (for decoration in maps) before the 1.3 update, but I suppose that a half-burnt village with some burning pigmen would be okay. And giants were originally going to have 100 hearts anyway. It's ten times the health because it's a boss. 50 would be okay for normal if it were to be lower, and 75-100 for hard. And then they wouldn't be created in easy.
By the way, thanks for the compliment. :smile.gif:
EDIT: I'm going to bed now. I'll bump in the morning if needed.
I know it's been suggested many times, but I wanted to post one with an overview of how all of the things for the mob villages should work. In other words, it is an overview rather than a smattering of various ideas through various threads.
Also, I think this type of mob village would work well in an Adventure Mode, as it allows bosses to exist over land without prematurely interrupting the player's progress.
EDIT: I noticed your tiny link, and I do like the idea of dwarves being a neutral race who are expert miners. However, IMO, having too many species would make it a bit complex. Plus, making NPCs mine would be tough.
These are my ideas as to how they should work.
As said before, they would spawn on land, with the seed. The mobs themselves will have a separate category aside from wolves, neutral mobs, and hostiles, allowing a certain number to exist. They should be more common than dungeons, and often two or three of the same NPC species' villages will be near to to each other.
The mobs, pigmen and goblins, both confirmed and/or strongly suggested by Notch, will be warring tribes.
Pigmen, being evolved from the passive pigs, will give you the benefit of the doubt and will only attack if you completely kill a member of their village.
Goblins, on the other hand, are cautious and will only let you in if you show them a piece of gold or diamond (as a show of wealth) or a white wool piece, signifying peace or surrender.
Each tribe gives a specific beneficial item.
Pigmen can make tools out of bones, which adds a 20% durability boost. They will typically make an iron bonesword if you give them two iron/diamond and a bone, but giving them twice as many diamonds may bribe them to give you a diamond bonesword. (Pigmen are seasoned merchants.)
Goblins can make chainmail armor with their superb artistry and craftsmanship, and chainmail will give you the durability of diamond with the strength of iron, but with normal or slightly reduced arrow damage. You will have to give them the required amount of iron for any specific piece (8 iron for a chestplate, 5 for a cap, etc.) plus a quarter of that amount in diamonds. So, a chestplate would cost you 8 iron and 2 diamond, and a full set would be 24 iron and 6 diamond.
Entering a tribe's territory bearing (having equipped) an item made from the opposing tribe weakens their trust as well. Entering a pigman village with chainmail armor will make them attack you if you hurt one at all (like goblins would normally), and goblins would immediately attack if they saw you with a bonesword in hand. These threats can always be averted with a large bribe, though. Likewise, wearing the flagship item of a tribe increases trust, and having both items keeps neutral trust.
Each vilage spawns with three to eight houses and a city hall, where a king resides. For pigmen, like their zombie counterparts would, will attack you if you kill the king, forcing you to kill them all. Goblins, on the other hand, will consider it an honorable feat and become "friendly" (like wolves, will protect you and fight for you.) But be warned, for the Goblin king has high health and a diamond armor and sword. Pigmen can be tamed by saving their life from a hostile. Friendly NPCs will wear a blue hat and follow you. It is not reccommended to have friendly pigmen and goblins together, as they will fight over you and eventually kill one another off. Also, friendly NPCs would be placed within the same category as wolves would, as they are friendly and follow you. Pigmen will also tend to keep their distance from wolves (wild or tamed).
Finally, about as rare as dungeons (or even rarer) are Boss Villages, which are engulfed in flame and have a few screaming citizens running about. A sign near an oversized and eerie city hall will tell you of the monster that attacked and overtook the city, and that you must slay it. Inside will be a dragon or giant, with 100 health, and a few monster spawners. After vanquishing both, you will be rewarded with huge riches inside a large chest and the undying loyalty of the remaining citizens (and their riches as well.) In fact, if you side with pigmen, one benefit is that their love is so undying that if you rescue a colony of pigmen from a boss village, the correspondong number of friendly pigmen that you have overland will also spawn as friendly zombie pigmen in the Nether.
I've thought of a few more ideas as well, like a chest in each citizen's home that provokes them to attack you if they spot you rummaging throuh it.
Please, submit your questions or comments! I feel the need to be a channeler of the original intentions of Notch* amongst a sea of nonsensical ideas (Guns? Pfht.). I alone won't get the job done, so I need your suggestions as well.
Thank you!
*(reminds me of an episode of Star Trek TNG I saw on BBC the other day. There was a colony of genetically engineered people).
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]
By the way, thanks for the compliment. :smile.gif:
EDIT: I'm going to bed now. I'll bump in the morning if needed.
Cmon Ygdrasel look at this
I know it's been suggested many times, but I wanted to post one with an overview of how all of the things for the mob villages should work. In other words, it is an overview rather than a smattering of various ideas through various threads.
Also, I think this type of mob village would work well in an Adventure Mode, as it allows bosses to exist over land without prematurely interrupting the player's progress.
EDIT: I noticed your tiny link, and I do like the idea of dwarves being a neutral race who are expert miners. However, IMO, having too many species would make it a bit complex. Plus, making NPCs mine would be tough.
I disagree. As long as it's not OMG GIANTS AND LOLCTHULHU or anything...
And Mojang basically exists to code stuff for games. They'd figure it out. :tongue.gif:
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]
And why would we have this suggestion?
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]