I (like most players i assume) always end up with chests of stuff i dont need nor want anymore. now i know i could just pull it out of the chest and throw it away but it sucks seeing stuff go to waste. my only true suggestion is a method for trading one item to another... villagers or not. but i do have an idea for a villager trading system. and ive always been a big fan of trading and dynamic economies.
Each Villager (as ive heard) is supposed to have a particular profession, and each of them having a particular task to do, and therefore a particular resource they are generating and a resource they are requiring. so i suggest that each one will trade what they make, for what they need.
Farmer:
makes-wheat,sugar,melon
needs-seeds
Butcher:
makes-steak,pork,chicken
needs-wheat
Librarian:
makes-maps,books
needs-food,paper
Priest:
makes-potions
needs-food,mushrooms
Smith:
makes-All tools, Repairs Tools?
needs-food,iron,coal
Villager:
makes-Random
needs-food,(requires whatever requirements for their product)
(every Villager when spawned randomly selects something they will make throughout the game)
New Villager Types...
Lumberjack:
makes-Wood,saplings
needs-food,axe
Guard:
makes-bones,gunpowder,rottenflesh
needs-food,arrows,swords,bow,armor
Merchant:
makes-gold
needs-food,accepts-all other goods
Something that may be easier to deal with is if everything can be traded for some amount of gold. i would assume that a default gold value could be appended to the properties of each item in the game.
Gold Trade Extras:
some things that make other trading games more fun are: Price Markup, Buying Power, and Demand.
Price Markup... simply saying that selling something for 5 gold, and buying it for 8 gold. (i mean come on the merchants gotta make profit right?) making sure its not a 1 to 1 ratio will make it more interesting. infact the difficulty could affect this ratio say maybe 3 to 1 in hardcore mode (15 to buy,5 to sell)
Buying Power... a simple way to keep players from taking and selling entire 64 blocks of stuff at any one time would be to give the merchants some limit of their gold reserve. say each has a maximum of 80 gold to give... once used up they must spend a day (or two) to regenerate their gold.
Demand... some villagers literally NEED certain items more than others, a merchant might buy an axe for 5 gold, while a lumberjack would pay 10 for it. and vice versa selling steak to butcher will give u less than if u took it to a merchant.
Trade menu.
so it could be a menu that pops up when u right click the villager to see a menu. showing a potential trade value of whatever item u place in on the left.
as anything else this is just an idea. Thoughts? suggestions?
I was working on something like this and it seems you managed to beat me to it. I was working on my "Villages should fit Biomes" Thread took a break and saw you had it posted before i did
I also think that the villagers should be able to trade to each other. Like let say a miner needs wood for picks and torches but the lumberjack needs iron/cobble for axes. The villagers could trade each other what they need and the villagers have health and if the farmer isn't doing their job then all the other villagers could die. So the farmer would be food in a chest and when the other villagers get hungry they goto the chest and take some food and leave gold in the chest for the farmer.
@king12345 that would be cool if they literally NEEDED food, and u might need to help them out from time to time. i figure if they could build a timer system for them to replenish gold reserves they could also decrement their health... could do it at the same time.
plus the idea of some communal chest for them would be cool, like for instance if they needed stone to build a new house or something u could help them out and drop some off in there chest.
after thinking about how to program this if i were makin it in flash or somethin... the requirements for all this would be:
Gold Value: they would need to add a gold value to each item and block type in the game. (or possibly a sell and buy value for each)
Gold Amount and gold replenish timer for every Villager spawned.
Makes and Wants for each Villager
a Make Timer for each item the villagers make.
a menu system for interacting with villagers.
(MENU REQUIREMENTS: making villagers stop moving while menu is open. make menu close if the villager dies. make it cancel and pull back trading item if 'i' is pressed during it open)
... and im sure more stuff too. i have no idea if this is possible before their release date but i think it would help the game out a bit.
I (like most players i assume) always end up with chests of stuff i dont need nor want anymore. now i know i could just pull it out of the chest and throw it away but it sucks seeing stuff go to waste. my only true suggestion is a method for trading one item to another... villagers or not. but i do have an idea for a villager trading system. and ive always been a big fan of trading and dynamic economies.
Each Villager (as ive heard) is supposed to have a particular profession, and each of them having a particular task to do, and therefore a particular resource they are generating and a resource they are requiring. so i suggest that each one will trade what they make, for what they need.
(every Villager when spawned randomly selects something they will make throughout the game)
New Villager Types...
Something that may be easier to deal with is if everything can be traded for some amount of gold. i would assume that a default gold value could be appended to the properties of each item in the game.
Gold Trade Extras:
some things that make other trading games more fun are: Price Markup, Buying Power, and Demand.
Price Markup... simply saying that selling something for 5 gold, and buying it for 8 gold. (i mean come on the merchants gotta make profit right?) making sure its not a 1 to 1 ratio will make it more interesting. infact the difficulty could affect this ratio say maybe 3 to 1 in hardcore mode (15 to buy,5 to sell)
Buying Power... a simple way to keep players from taking and selling entire 64 blocks of stuff at any one time would be to give the merchants some limit of their gold reserve. say each has a maximum of 80 gold to give... once used up they must spend a day (or two) to regenerate their gold.
Demand... some villagers literally NEED certain items more than others, a merchant might buy an axe for 5 gold, while a lumberjack would pay 10 for it. and vice versa selling steak to butcher will give u less than if u took it to a merchant.
Trade menu.
so it could be a menu that pops up when u right click the villager to see a menu. showing a potential trade value of whatever item u place in on the left.
as anything else this is just an idea. Thoughts? suggestions?
I was working on something like this and it seems you managed to beat me to it. I was working on my "Villages should fit Biomes" Thread took a break and saw you had it posted before i did
plus the idea of some communal chest for them would be cool, like for instance if they needed stone to build a new house or something u could help them out and drop some off in there chest.
after thinking about how to program this if i were makin it in flash or somethin... the requirements for all this would be:
... and im sure more stuff too. i have no idea if this is possible before their release date but i think it would help the game out a bit.
however i wonder whatever happened to the special loot box in villages that had something that if you took it the villagers would attack you
I like the idea, I think a barter system should be introduced with the inclusion of NPC villages.
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