- The formatting here might be a little messy, as this is an idea in heavy concept. Pardon our dust. -
NPC Trading/Reputation - Re-Imagined
Everyone's pretty clear on the fact that with villages and NPCs that Minecraft will eventually gain a player/player and player/NPC barter system, and some sort of system to monitor how liked/disliked you are by the local populous, but... How would it work? Would there be two systems? Three?
No, just one. A sort of 'favor' system. Allow me to explain, it's fairly complex...
First, let's imagine that every item has value. Not sentimental value or subjective value, but how much an NPC values said item based on its rarity and its usefulness. There is no currency, no form of coinage. Instead, items are traded for other items of similar worth, or many items of lesser worth. For instance...
And so on. Some items - which are overly abundant, like dirt, gravel or sand - are worthless to most traders. These values are not set in stone however, and vary greatly depending on three factors
- Where the NPC is located (desert dwellers will see cacti as worthless, whereas they will pay more for logs and water)
- The NPC's opinion of you (this will be detailed later)
- If the NPC is 'interested' in the item in question
Right clicking on any NPC will open a window with two grids - Your items are on the bottom, and theirs are on the top.
Something like this:
As I'm lacking severely in the time department, I will make more mockups at a later date. Here are some details for the time being:
- The transaction window functions identically to adding or removing items from a chest
- The three symbols in the middle indicate if the trade benefits you (-), them (+), or both (=)
- All NPCs regardless of role will carry at least simple items (sticks, leather, a book or two)
- Specialized NPCs will have specialized items (iron and gold items from the blacksmith, food of all kinds from the baker)
- Depending on the NPC's role, they may be 'interested' in one or more specific items or types of items. I'll explain this now...
When an NPC is interested in an item, a ! will appear on its icon, opposite the number held. If an NPC is interested in an item, they will value it at double its normal worth. Some examples are...
- Bakers are interested in wheat, sugar, milk, and eggs (the ingredients to make cake)
If you trade them enough of these items, they will later have cakes for sale
- Mayors/Ministers are interested in mystical items (redstone, ender pearls), and 'arcane' items (everything from the Nether but Netherrack)
If you trade them enough of these items, they may carry much better potions later, or items that use redstone
- Blacksmiths are interested in metals like iron, gold, or buckets of lava, as well as kindling (coal/wood/charcoal)
If you trade them enough of these items, they will carry armor/tools in better repair, or sell them cheaper
- Non-specialized NPCs could be interested in anything at any time, from bottles to fishing rods to books to paintings
If you give them any number of the items they want, they may later give you uncommon items (potions/buckets/ect) as gifts as you walk by
For quick reference, the symbol in the middle indicates what the transaction is seen as. If it is denoted by a +, it is a gift. If it is completed with a =, it is a trade. If the transaction ends with a -, it is a theft. These affect how the NPC views you as follows:
- Gifts will make the NPC think more highly of you, and may give you more bargaining room or improve what items they have
- Trades benefit both equally, and will make the NPC think only slightly better of you, netting the above effect, though far more slowly
- Thefts will make the NPC and any witnesses turn hostile toward you if you try to flee with their items.
If the NPC cannot see you, then you have a chance of taking the items unnoticed. This chance is smaller depending on the number and value of items stolen
An NPC's expression shows how they view you at a glance. The happier they look, the more they like you. The more upset they look, the more they hate you.
If you do not wish to be attacked or seen negatively, it is highly encouraged that you trade them items of equal or greater value. Theft is only really purposeful for starting players, or players who do not care about towns.
Some closing notes, that didn't seem to fit anywhere else:
- If an NPC likes you, they may come to your aid if you are being attacked, but not against other villagers
- If an NPC is hostile toward you, you cannot open the transaction window of them or any other NPCs in that town for a while
- If an NPC is killed, they will drop some of whatever they had in their inventory
- If you give an item you've stolen from an NPC back to them, their opinion of you will normalize slightly
- If another NPC sees you giving a gift, they will also think more highly of you
- Any gifts given to specialized NPCs will lower their prices slightly, depending on the value of the gift
- If you kill any NPC in the town within view of another NPC, they will all become permanently hostile toward you, regardless of prior opinion
- If you quickly re-open an NPC's inventory after stealing from them and either return the items or complete the trade, they will not turn hostile. Only if you try to run away with their items
-- WORK IN PROGRESS --
Opinions thus far are appreciated! I live off feedback!
Instead, items are traded for other items of similar worth, or many items of lesser worth. For instance...
Some items - which are overly abundant, like dirt, gravel or sand - are worthless to most traders. These values are not set in stone however, and vary greatly depending on three factors
Best parts by far though I think you should remove the gui on whether it is a trade a gift or theft and let players figure that out on there own.
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Quote from Sethbeastalan »
If this thread wasn't full of win, I'd be calling you out on your grammar right about now.
I think the reason that you haven't gotten replies is because your idea has no holes. Your idea is very, very good. The only quip I have is that the "running away" part of theft would be a bit hard to code. The "line-of-sight" stuff wouldn't be though, assuming they can recycle the code they use to assess if a hostile mob can see you or not.
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Proud Minecrafter since Alpha 1.1.0 OH GOD LOOK OUT IT'S A SLUUUUT
I think the reason that you haven't gotten replies is because your idea has no holes. Your idea is very, very good. The only quip I have is that the "running away" part of theft would be a bit hard to code. The "line-of-sight" stuff wouldn't be though, assuming they can recycle the code they use to assess if a hostile mob can see you or not.
Well, the running away part would use proximity detection. While trading, an NPC will stand still until they're satisfied with what you've given them. If you get at least 9 blocks or at least one wall between you and them, that's when they'll cry thief (in other words, if they're right by the door, and you take the items and close the door, they'll open it and chase you down).
Though perhaps for a 'first offense', they merely walk up and take their items back. If you try and avoid this however, they'll become angry.
Trade would expand the minecraft base of awesomeness. My thoughts on the case:
1. NPCs would have a GUI that showed what they had on the right side, and on the left side it would have what they want for it.
2. You could trade enchantments with town leaders for rare items that had almost no value.
3. Whole side quests! Ok, I know it sounds weird, but you could trade maps with villagers to other villages and get more stuff.
4. Costume and/or capes. Sure, why not.
5. Unavailable items anywhere else such as apple tree saplings.
6. Recipes for potions and other objects.
7. Trading experience! This is something I have been asked about by friends all the time! Upon closing the GUI, villagers would drop blue experience orbs that would take up your trading level. The higher your trading level, the better items you could get from NPCs.
That's all I got. I feel trade would be a great edition to minecraft, and I have stated why.
P.s. I wrote this whole thing using my 3ds, so it took a long time.
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That Plus button means nothing to me. Give me some internets, cause I'm cool.
Trade would expand the minecraft base of awesomeness. My thoughts on the case:
1. NPCs would have a GUI that showed what they had on the right side, and on the left side it would have what they want for it.
2. You could trade enchantments with town leaders for rare items that had almost no value.
3. Whole side quests! Ok, I know it sounds weird, but you could trade maps with villagers to other villages and get more stuff.
4. Costume and/or capes. Sure, why not.
5. Unavailable items anywhere else such as apple tree saplings.
6. Recipes for potions and other objects.
7. Trading experience! This is something I have been asked about by friends all the time! Upon closing the GUI, villagers would drop blue experience orbs that would take up your trading level. The higher your trading level, the better items you could get from NPCs.
That's all I got. I feel trade would be a great edition to minecraft, and I have stated why.
P.s. I wrote this whole thing using my 3ds, so it took a long time.
I once Omegled on a DSi. It sucked.
@OP, I love you no homo
Rollback Post to RevisionRollBack
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NPC Trading/Reputation - Re-Imagined
No, just one. A sort of 'favor' system. Allow me to explain, it's fairly complex...
First, let's imagine that every item has value. Not sentimental value or subjective value, but how much an NPC values said item based on its rarity and its usefulness. There is no currency, no form of coinage. Instead, items are traded for other items of similar worth, or many items of lesser worth. For instance...
- 1 Diamond ~= 9-12 Gold Bars
- 1 Diamond ~= 6-8 Iron Swords
- 1 Diamond ~= 5 'Advanced' Potions
And so on. Some items - which are overly abundant, like dirt, gravel or sand - are worthless to most traders. These values are not set in stone however, and vary greatly depending on three factors
- Where the NPC is located (desert dwellers will see cacti as worthless, whereas they will pay more for logs and water)
- The NPC's opinion of you (this will be detailed later)
- If the NPC is 'interested' in the item in question
Right clicking on any NPC will open a window with two grids - Your items are on the bottom, and theirs are on the top.
As I'm lacking severely in the time department, I will make more mockups at a later date. Here are some details for the time being:
- The transaction window functions identically to adding or removing items from a chest
- The three symbols in the middle indicate if the trade benefits you (-), them (+), or both (=)
- All NPCs regardless of role will carry at least simple items (sticks, leather, a book or two)
- Specialized NPCs will have specialized items (iron and gold items from the blacksmith, food of all kinds from the baker)
- Depending on the NPC's role, they may be 'interested' in one or more specific items or types of items. I'll explain this now...
When an NPC is interested in an item, a ! will appear on its icon, opposite the number held. If an NPC is interested in an item, they will value it at double its normal worth. Some examples are...
- Bakers are interested in wheat, sugar, milk, and eggs (the ingredients to make cake)
- If you trade them enough of these items, they will later have cakes for sale
- Mayors/Ministers are interested in mystical items (redstone, ender pearls), and 'arcane' items (everything from the Nether but Netherrack)- If you trade them enough of these items, they may carry much better potions later, or items that use redstone
- Blacksmiths are interested in metals like iron, gold, or buckets of lava, as well as kindling (coal/wood/charcoal)- If you trade them enough of these items, they will carry armor/tools in better repair, or sell them cheaper
- Non-specialized NPCs could be interested in anything at any time, from bottles to fishing rods to books to paintingsFor quick reference, the symbol in the middle indicates what the transaction is seen as. If it is denoted by a +, it is a gift. If it is completed with a =, it is a trade. If the transaction ends with a -, it is a theft. These affect how the NPC views you as follows:
- Gifts will make the NPC think more highly of you, and may give you more bargaining room or improve what items they have
- Trades benefit both equally, and will make the NPC think only slightly better of you, netting the above effect, though far more slowly
- Thefts will make the NPC and any witnesses turn hostile toward you if you try to flee with their items.
An NPC's expression shows how they view you at a glance. The happier they look, the more they like you. The more upset they look, the more they hate you.
If you do not wish to be attacked or seen negatively, it is highly encouraged that you trade them items of equal or greater value. Theft is only really purposeful for starting players, or players who do not care about towns.
Some closing notes, that didn't seem to fit anywhere else:
- If an NPC likes you, they may come to your aid if you are being attacked, but not against other villagers
- If an NPC is hostile toward you, you cannot open the transaction window of them or any other NPCs in that town for a while
- If an NPC is killed, they will drop some of whatever they had in their inventory
- If you give an item you've stolen from an NPC back to them, their opinion of you will normalize slightly
- If another NPC sees you giving a gift, they will also think more highly of you
- Any gifts given to specialized NPCs will lower their prices slightly, depending on the value of the gift
- If you kill any NPC in the town within view of another NPC, they will all become permanently hostile toward you, regardless of prior opinion
- If you quickly re-open an NPC's inventory after stealing from them and either return the items or complete the trade, they will not turn hostile. Only if you try to run away with their items
-- WORK IN PROGRESS --
Opinions thus far are appreciated! I live off feedback!
Problem?
C'mon guys. I need input to figure what's missing or should be altered.
Problem?
Best parts by far though I think you should remove the gui on whether it is a trade a gift or theft and let players figure that out on there own.
OH GOD LOOK OUT IT'S A SLUUUUT
Well, the running away part would use proximity detection. While trading, an NPC will stand still until they're satisfied with what you've given them. If you get at least 9 blocks or at least one wall between you and them, that's when they'll cry thief (in other words, if they're right by the door, and you take the items and close the door, they'll open it and chase you down).
Though perhaps for a 'first offense', they merely walk up and take their items back. If you try and avoid this however, they'll become angry.
Problem?
1. NPCs would have a GUI that showed what they had on the right side, and on the left side it would have what they want for it.
2. You could trade enchantments with town leaders for rare items that had almost no value.
3. Whole side quests! Ok, I know it sounds weird, but you could trade maps with villagers to other villages and get more stuff.
4. Costume and/or capes. Sure, why not.
5. Unavailable items anywhere else such as apple tree saplings.
6. Recipes for potions and other objects.
7. Trading experience! This is something I have been asked about by friends all the time! Upon closing the GUI, villagers would drop blue experience orbs that would take up your trading level. The higher your trading level, the better items you could get from NPCs.
That's all I got. I feel trade would be a great edition to minecraft, and I have stated why.
P.s. I wrote this whole thing using my 3ds, so it took a long time.
I once Omegled on a DSi. It sucked.
@OP, I love you no homo