Only problem... Most people who you're targeting don't read stickies. They're too busy clicking the "NEWTOPIC*" button so they can post their shoddy ideas. :/
Isn't Notch making some kind of adventure mode when minecraft is done? He says you won't be able to break blocks but instead use potions and stuff like that. Maybe there will be humans, you never know. I'm also pretty sure that there is supposed to be a storyline. I think there is going to be premade towns and humans. he also said there is going to be more mobs sooooooooo yeah!
Maybe NOW people will shut up about "oh we should level up" or "oh we should have npc villages where you can trade with people". If they still don't see this then...
I'm fairly certain that all of those features will be in adventure mode, however the details on adventure mode are mostly speculation as notch has barely said anything about it.
Notch has said the final game will have 3 modes: Creative, Survival, and Adventure.
Don't worry about your survival game. Survival will stay the same.
edit: if you count expansions, there will be more modes. Two confirmed expansions will be zombie siege and capture the flag. The Creative, Survival, and Adventure modes will be the "core" game modes.
usually when i want npc's i want them for only one reason, to be mindless drones that i have to manage, but do work for me and defend my property in smp from others.
Rollback Post to RevisionRollBack
DERP HERP!
I HATE SIGNATURES MADE BY PEOPLE WHO THINK THEY'RE BEING CLEVER.
One of the best, well-fleshed-out, explanatory threads i've ever read in my life. You made great points about why we shouldnt have RPGs and then had a great idea for if RPGs where ever implemented in minecraft.
i think that pushing the boundaries on minecraft styles could only increase the possibilities of changing the face of gaming history forever, what if everybody followed the same boundaries? its leaps like these that created mixed games (action-rpg, horror-survival, simulation-mmo...) and every game has flaws. no matter how hard you try, games will ALWAYS have flaws. so why not try it? just experiment a bit. it might suit minecraft! you'll never know if you don't try for real. and nobody is forced to play minecraft rpg's/ rpg mods/ rpg servers.
Its about damn time someone blew their idea's out of the sky, another point I feel I need to address is that minecraft isnt meant to be a complex game, the simplicity of it allows for a wider range of people to enjoy it.
I don't see why anyones IDEAS wont work for an RPG mod for minecraft, if you don't like an RPG mod.. Don't play it, there is always a core audience that enjoys a specific RPG mod, and it can be sure implemented into minecraft.
I don't see why anyones IDEAS wont work for an RPG mod for minecraft, if you don't like an RPG mod.. Don't play it, there is always a core audience that enjoys a specific RPG mod, and it can be sure implemented into minecraft.
Derp.
TL:DR
Thread is biased.
there's a forum section dedicated to mod suggestions
I don't see why anyones IDEAS wont work for an RPG mod for minecraft, if you don't like it.. Don't play it, there is always a core audience that enjoys RPG, and it can be sure implemented into minecraft.
Derp.
They belong in the mods section. Minecraft is a sandbox game, not necessarily an RPG game. If you want to see Minecraft turned into an RPG, keep it to the modding section.
I'm not against the entire RPG genre. RPGs just have a few design flaws as pointed out by Kira. Even these so-called flaws are subjective to one's own opinion, there will be at least some that certainly would be flaws if implemented into a sandbox game. The entire community, including people who enjoy RPG and people who don't enjoy it, do not need to be subject to a mandated RPG conversion. Even if it becomes an option, there's a lot of incompatibilities between the RPG genre, and Minecraft's sandbox genre.
Take currency, for example. It serves three purposes - to become an acceptable medium of payment/settling debt (which is probably the only merit), to serve as a unit of account, and a store of value.
The problem with becoming a unit of account is finding an agreeable market price for a good. Prices in the real world market are mainly determined by supply and demand. In Minecraft, using fixed prices make currency either something easily exploited, or obsolete. It becomes easily exploited when it's easy to get rich by hoarding resources to sell, or it becomes obsolete when you become poor, and while you're poor, you're still able to produce resources without the aid of currency.
Dynamic markets are also something that doesn't work with Minecraft. As Kira said, it's hard to define how much an item is worth. Demand and supply are both subject to constant fluctuations at limitless magnitudes, and the risks of capital loss (and gain) are high. If you think about it, consider how often you demand a bulk quantity of items that you do not have. Also consider how consistently you happen to be holding onto a demanded item, given that the demand for an item is already fluctuating.
Also, money as a store of value - this is one of the most redundant flaw in a lot of RPG economies among different games. Having transactions among players would mean that the quantity of money in the economy is finite, and there is always the possibility of somebody draining money from circulation from excessive saving. When an economy for an online game works like this, the economy can easily become sabotaged.
Having shop NPCs also has its flaws. Rarely do they properly represent the place of an imaginary community of off-screen players. When you have an economy like this, the flow of money is linear. In real life, the flow of money is circular in the most basic sense.
How money flows:
Real life, in the most basic form:
[Households] -----[Buy consumption goods. Food and electricity for example.] ----> [Firms]
[Firms] ----- [Pay income to households] -----> [Households]
repeat cycle.
With NPCs
[NPC's ass] ----- [pulls money out of their ass, so NPCs can buy items limitlessly] ----> [NPCs]
[NPCs] -----[Buys players' items without limitations]----> [Players]
[Players] -----[Paying NPCs.]----> [NPCs]
[NPCs] -----[dumps it away] -----> [some random imaginary black hole]
Why can't this be circular? Because the amount of money players pay back to NPCs do not limit how much money NPCs are able to pay players back if this should be a circular flow of money.
There is no means of stopping the increasing quantity of money in the economy. If fixed prices are used, you might as well start up a creative server.
And no, I'm not against the use of currency. I'm against making it official for two reasons:
1. It changes the fact that Minecraft is a sandbox game the way it already is.
2. Someone needs to fix the currency system before even implementing it officially onto Minecraft.
Why is this stickied?
RPG elements will work perfectly with minecraft.
Just not survival.
Adventure mode, on the otherhand.... (or another game mode)
so far notch has CONFIRMED the following game modes:
-Creative (ie classic)
-Survival (the only thing in the beta launcher)
-Adventure (what has so far been described as a dungeon-crawl game. RPG elements would work fine with the dungeon-crawl aspect of it. Unable to build.)
-Zombie Siege (protect something from a horde of mobs, or just see how many you can kill before you die)
-Capture the flag (exactly what it sounds like - no building.. or at least during play)
But... you can get some pretty interesting mod input from these forums as well besides the mod request, I guess it was the wrong section then what I was thinking. I am sorry, yes I'm sure notch won't implement any of these ideas(SANDBOX GAME) in the thread, but as for mods, thats a whole nother story.
Why is this stickied?
RPG elements will work perfectly with minecraft.
Just not survival.
dunno if you read the original post entirely, but most of it discourages annoying behaviors like grinding. And most of the suggestions made for rpg elements are for survival. Maybe you should request a sub forum for adventure mode suggestions (even though survival isn't finished)
RPG ideas, largely, won't work for creative and survival because of the said reasons at the beginning of the thread.
As for adventure mode, you have to look at the things that are already said.
The upcoming achievements are not going to be achievements for doing something repetitively. There's no reason to have those achievements in the form of RPG-style character skill levels and experience points.
This is what's been said about adventure mode:
I foresee a future where people can design “challenge maps” in creative or survival mode, then share them with people so that they can try to beat them in Adventure mode. Being able to create interesting puzzles or trigger events requires some more advanced programming than the sand and water based stuff we’ve seen so far.
There's no hint about having to do repeated tasks.
RPG ideas, largely, won't work for creative and survival because of the said reasons at the beginning of the thread.
As for adventure mode, you have to look at the things that are already said.
The upcoming achievements are not going to be achievements for doing something repetitively. There's no reason to have those achievements in the form of RPG-style character skill levels and experience points.
This is what's been said about adventure mode:
I foresee a future where people can design “challenge maps” in creative or survival mode, then share them with people so that they can try to beat them in Adventure mode. Being able to create interesting puzzles or trigger events requires some more advanced programming than the sand and water based stuff we’ve seen so far.
There's no hint about having to do repeated tasks.
dunno if you read the original post entirely, but most of it discourages annoying behaviors like grinding.
Dunno if you stick to Classic mode m8, but otherwise this game seems to be all about the grinding. Just not stats, but materials.
I would say that the IDEAS presented in the opening post MIGHT have some worth, if presented properly. But this is not a suggestion, it is just angry, non-constructive posting.
Just for this, I hope that Notch really DOES implement an Adventure mode that incorporates the ideas that you're so angrily trying to keep from happening in Minecraft.
I agree, gathering materials can be considered grinding, but every thing you "grind" is placeable and is the core mechanic of the game, slowly changing the landscape.
so let's not add more grinding
dunno what to say about your vengeful attitude, but I still hope he doesn't :/
However, two problems:
1) The people you are addressing most likely won't see this, even if it is stickied, and thus won't realize their flawed ways.
2) Even if they do read it, chances are they won't care and will continue to either suggest/mod RPG stuff for Minecraft anyways.
But it's the thought that counts, I suppose. :smile.gif:
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Maybe NOW people will shut up about "oh we should level up" or "oh we should have npc villages where you can trade with people". If they still don't see this then...
...I don't want to think about it.
Great server, great people. Join now!
Notch has said the final game will have 3 modes: Creative, Survival, and Adventure.
Don't worry about your survival game. Survival will stay the same.
edit: if you count expansions, there will be more modes. Two confirmed expansions will be zombie siege and capture the flag. The Creative, Survival, and Adventure modes will be the "core" game modes.
I HATE SIGNATURES MADE BY PEOPLE WHO THINK THEY'RE BEING CLEVER.
I give this post and a pet
I don't see why anyones IDEAS wont work for an RPG mod for minecraft, if you don't like an RPG mod.. Don't play it, there is always a core audience that enjoys a specific RPG mod, and it can be sure implemented into minecraft.
Derp.
TL:DR
Thread is biased.
there's a forum section dedicated to mod suggestions
(this isn't it)
They belong in the mods section. Minecraft is a sandbox game, not necessarily an RPG game. If you want to see Minecraft turned into an RPG, keep it to the modding section.
I'm not against the entire RPG genre. RPGs just have a few design flaws as pointed out by Kira. Even these so-called flaws are subjective to one's own opinion, there will be at least some that certainly would be flaws if implemented into a sandbox game. The entire community, including people who enjoy RPG and people who don't enjoy it, do not need to be subject to a mandated RPG conversion. Even if it becomes an option, there's a lot of incompatibilities between the RPG genre, and Minecraft's sandbox genre.
Take currency, for example. It serves three purposes - to become an acceptable medium of payment/settling debt (which is probably the only merit), to serve as a unit of account, and a store of value.
The problem with becoming a unit of account is finding an agreeable market price for a good. Prices in the real world market are mainly determined by supply and demand. In Minecraft, using fixed prices make currency either something easily exploited, or obsolete. It becomes easily exploited when it's easy to get rich by hoarding resources to sell, or it becomes obsolete when you become poor, and while you're poor, you're still able to produce resources without the aid of currency.
Dynamic markets are also something that doesn't work with Minecraft. As Kira said, it's hard to define how much an item is worth. Demand and supply are both subject to constant fluctuations at limitless magnitudes, and the risks of capital loss (and gain) are high. If you think about it, consider how often you demand a bulk quantity of items that you do not have. Also consider how consistently you happen to be holding onto a demanded item, given that the demand for an item is already fluctuating.
Also, money as a store of value - this is one of the most redundant flaw in a lot of RPG economies among different games. Having transactions among players would mean that the quantity of money in the economy is finite, and there is always the possibility of somebody draining money from circulation from excessive saving. When an economy for an online game works like this, the economy can easily become sabotaged.
Having shop NPCs also has its flaws. Rarely do they properly represent the place of an imaginary community of off-screen players. When you have an economy like this, the flow of money is linear. In real life, the flow of money is circular in the most basic sense.
How money flows:
Real life, in the most basic form:
[Households] -----[Buy consumption goods. Food and electricity for example.] ----> [Firms]
[Firms] ----- [Pay income to households] -----> [Households]
repeat cycle.
With NPCs
[NPC's ass] ----- [pulls money out of their ass, so NPCs can buy items limitlessly] ----> [NPCs]
[NPCs] -----[Buys players' items without limitations]----> [Players]
[Players] -----[Paying NPCs.]----> [NPCs]
[NPCs] -----[dumps it away] -----> [some random imaginary black hole]
Why can't this be circular? Because the amount of money players pay back to NPCs do not limit how much money NPCs are able to pay players back if this should be a circular flow of money.
There is no means of stopping the increasing quantity of money in the economy. If fixed prices are used, you might as well start up a creative server.
And no, I'm not against the use of currency. I'm against making it official for two reasons:
1. It changes the fact that Minecraft is a sandbox game the way it already is.
2. Someone needs to fix the currency system before even implementing it officially onto Minecraft.
RPG elements will work perfectly with minecraft.
Just not survival.
Adventure mode, on the otherhand.... (or another game mode)
so far notch has CONFIRMED the following game modes:
-Creative (ie classic)
-Survival (the only thing in the beta launcher)
-Adventure (what has so far been described as a dungeon-crawl game. RPG elements would work fine with the dungeon-crawl aspect of it. Unable to build.)
-Zombie Siege (protect something from a horde of mobs, or just see how many you can kill before you die)
-Capture the flag (exactly what it sounds like - no building.. or at least during play)
:biggrin.gif:
dunno if you read the original post entirely, but most of it discourages annoying behaviors like grinding. And most of the suggestions made for rpg elements are for survival. Maybe you should request a sub forum for adventure mode suggestions (even though survival isn't finished)
that might help
As for adventure mode, you have to look at the things that are already said.
The upcoming achievements are not going to be achievements for doing something repetitively. There's no reason to have those achievements in the form of RPG-style character skill levels and experience points.
This is what's been said about adventure mode:
There's no hint about having to do repeated tasks.
+
I agree, gathering materials can be considered grinding, but every thing you "grind" is placeable and is the core mechanic of the game, slowly changing the landscape.
so let's not add more grinding
dunno what to say about your vengeful attitude, but I still hope he doesn't :/