In short / Summary:
1) build for a reason: defense, access and proper shelter
2) NPC interaction system: proper dialogs, optional ability to type text, NPCs with opinions
3) goals system
I was thinking...
what keeps me away from minecraft after a few mods installation and a few time playing... the reason is simple: I am NOT the building type and the environment is TOO forgiving :sad.gif: (we can simply stay there and nothing [bad] happens...)
ok, thats the reason 1.9 adventure update came for, to bring content to adventurous ppl, who like to explore and earn thru exploration..
but as far I saw it, I havent seen yet some basic things that I will certainly miss when it is ready...
(I havent found a similar thread, therefore if you know about such thread, post here thx..)
Let me put what I would like to see, in other words I miss immersion and environment awareness:
1) build for a reason. I dont like building because it "looks cool", despite I like to see what marvelous things other ppl have build and look thru them all corners etc... I myself dont like to build... unless.... :biggrin.gif:... we have a reason! let me say some reasons:
1.1) defense: to help to protect a village from outsiders attackers, creating escape routes, traps and counter their advancement; this would require hard to break blocks (but blocks should have memory on how much they are already broken if you stop breaking them...)
>>> you would have only a few days to gather resources (or hire or convince ppl to), and prepare the defenses; in multiplayer it would be great, but foes (NPC mobs) would have to be strong and tactically smart to have proper challenge.
1.2) have access: to reach unreachable places (that we already do but not as a goal), for food, build resources, save other ppl in danger etc, commercial routes etc; like making a bridge for ppl be able trespass rivers; that would also require rivers to be non trespassable by foot (by foot you would be dragged, hit by debris and drowned [and damaged of course])
>>> you would have a few days or ppl would begin starving, have weak shelter etc etc
1.3) have PROPER shelter: this would require a few survival things to counter environment weather damage:
a) if it is too sunny and hot you need a shadow OR you will be deprived from water and get damaged (needs thirst)
>>> timed based on season, or you can travel to escape the season
:cool.gif: if too cold you need a fireplace [good] or a sauna [excelent] (a torch [weak] will help but only a bit) (the sauna would require water and a closed building) OR you would spend more food to stay warm and alive requiring also exercise all the time, and would only be able to go sleep if very well fed, excelent wearing and have high constitution (RPG thing...);
>>> timed based on season, or you can travel to escape the season
c) if too windy you would be dragged and damaged from fall, or hit by debris
>>> you would have to be ready for this before hand without advices (not timed)
d) considering all seasons, you would not have access to certain resources on certain seasons; in winter food would be scarce...
2) better NPC interaction system
2.1) dialogs: a simple frame where the text show up, releasing the mouse so we can click on highlighted words or even type text (a minimal AI to understand simple questions and answears)
2.2) NPCs with spoken opinions, they could say what they want or not want from you to do (be just text or spoken, could use external app like festival to synthesize speech).
3) Considering what was said at (1) and (2) we could have the goals system.
Goals would be made of population needs and environment resources and challenges ex.:
- we could have to infiltrate to deliver a peace letter to a betrayed king to prevent war (on failure [getting killed], a cinematic would show up the horrible results of war, before you reincarnate)
- the winter coming and the need to gather food
- a monster attacking a village and kidnapping ppl (for food or sacrifices), and you have to hurry to save them
- we could join ppl to do a work for the village (would require leadership/charisma) or for yourself (would require money); the charisma could be played by typing text, so you could exercise your own charismatic skills (despite being on a limited and controlled/predictable world :smile.gif:)
- we could have traveling tasks to deliver resources before a certain season
- ... be creative :smile.gif:
i think this sounds like the game would change TOO much, it wouldnt be minecraft anymore..
You just made a point,
indeed, it would be a complete rework in the way the game is played for sure.
For some reason I cant play long, I get bored, and I think these are the reasons, "no challenge"...
So I am wondering for a challenging mod, that requires management, fighting and thinking :smile.gif:
I still cant mix enough mods to get that result, many concepts are still missing (non existant) in mods.
Rollback Post to RevisionRollBack
"truth is a pathless land" - Jiddu Krishnamurti
To post a comment, please login or register a new account.
In short / Summary:
1) build for a reason: defense, access and proper shelter
2) NPC interaction system: proper dialogs, optional ability to type text, NPCs with opinions
3) goals system
I was thinking...
what keeps me away from minecraft after a few mods installation and a few time playing... the reason is simple: I am NOT the building type and the environment is TOO forgiving :sad.gif: (we can simply stay there and nothing [bad] happens...)
ok, thats the reason 1.9 adventure update came for, to bring content to adventurous ppl, who like to explore and earn thru exploration..
but as far I saw it, I havent seen yet some basic things that I will certainly miss when it is ready...
(I havent found a similar thread, therefore if you know about such thread, post here thx..)
Let me put what I would like to see, in other words I miss immersion and environment awareness:
1) build for a reason. I dont like building because it "looks cool", despite I like to see what marvelous things other ppl have build and look thru them all corners etc... I myself dont like to build... unless.... :biggrin.gif:... we have a reason! let me say some reasons:
1.1) defense: to help to protect a village from outsiders attackers, creating escape routes, traps and counter their advancement; this would require hard to break blocks (but blocks should have memory on how much they are already broken if you stop breaking them...)
>>> you would have only a few days to gather resources (or hire or convince ppl to), and prepare the defenses; in multiplayer it would be great, but foes (NPC mobs) would have to be strong and tactically smart to have proper challenge.
1.2) have access: to reach unreachable places (that we already do but not as a goal), for food, build resources, save other ppl in danger etc, commercial routes etc; like making a bridge for ppl be able trespass rivers; that would also require rivers to be non trespassable by foot (by foot you would be dragged, hit by debris and drowned [and damaged of course])
>>> you would have a few days or ppl would begin starving, have weak shelter etc etc
1.3) have PROPER shelter: this would require a few survival things to counter environment weather damage:
a) if it is too sunny and hot you need a shadow OR you will be deprived from water and get damaged (needs thirst)
>>> timed based on season, or you can travel to escape the season
:cool.gif: if too cold you need a fireplace [good] or a sauna [excelent] (a torch [weak] will help but only a bit) (the sauna would require water and a closed building) OR you would spend more food to stay warm and alive requiring also exercise all the time, and would only be able to go sleep if very well fed, excelent wearing and have high constitution (RPG thing...);
>>> timed based on season, or you can travel to escape the season
c) if too windy you would be dragged and damaged from fall, or hit by debris
>>> you would have to be ready for this before hand without advices (not timed)
d) considering all seasons, you would not have access to certain resources on certain seasons; in winter food would be scarce...
2) better NPC interaction system
2.1) dialogs: a simple frame where the text show up, releasing the mouse so we can click on highlighted words or even type text (a minimal AI to understand simple questions and answears)
2.2) NPCs with spoken opinions, they could say what they want or not want from you to do (be just text or spoken, could use external app like festival to synthesize speech).
3) Considering what was said at (1) and (2) we could have the goals system.
Goals would be made of population needs and environment resources and challenges ex.:
- we could have to infiltrate to deliver a peace letter to a betrayed king to prevent war (on failure [getting killed], a cinematic would show up the horrible results of war, before you reincarnate)
- the winter coming and the need to gather food
- a monster attacking a village and kidnapping ppl (for food or sacrifices), and you have to hurry to save them
- we could join ppl to do a work for the village (would require leadership/charisma) or for yourself (would require money); the charisma could be played by typing text, so you could exercise your own charismatic skills (despite being on a limited and controlled/predictable world :smile.gif:)
- we could have traveling tasks to deliver resources before a certain season
- ... be creative :smile.gif:
"truth is a pathless land" - Jiddu Krishnamurti
thats why I added the "in short" at the begining :biggrin.gif:
I will put big letters there, thx :smile.gif:
"truth is a pathless land" - Jiddu Krishnamurti
You just made a point,
indeed, it would be a complete rework in the way the game is played for sure.
For some reason I cant play long, I get bored, and I think these are the reasons, "no challenge"...
So I am wondering for a challenging mod, that requires management, fighting and thinking :smile.gif:
I still cant mix enough mods to get that result, many concepts are still missing (non existant) in mods.
"truth is a pathless land" - Jiddu Krishnamurti