There have been a few suggestions like this, but they have a few problems.
Before starting the big stuff, I'll introduce some concepts that will be used regularly and have been suggested before.
Unique Loot
There are two kinds of unique loot. It can either be pre-made and only dropped in certain instances, or the effects of it can be random. The premade kind is pretty much every item in world of warcraft-it was designed, and then designed to be dropped by a certain creature/creatures. The random kind is usually used in roguelikes, more known ones like Torchlight, Diablo, etc (It's debateable to consider them roguelikes but I think they are, therefor they are). Basically, there is a base item. For the example we will say the base item is a Bone Shield. When it is dropped by a creature, it will then decide what the effects of it are. Now, a normal Bone Shield will basically just have defence points, and it will have 5-10 defence points. That's pretty much it. It could also be a Damaged Bone Shield. The damaged boneshield will have less of the effects of a normal one, and in minecraft's case may be missing some durability. This is usually considered trash to be thrown away or sold or whatever. Then, there can be a Greater Bone Shield. This one is considered magic, and will have a bonus effect similar to that of an enchantment. Let's say it is now a "Spiked Bone Shield" and will deal a small amount of damage whenever attacked.
We can mix these two kinds of loot, where bosses are specific monsters drop the designed unique loot, and then regular creatures just drop the randomised loot.
Now, I love this concept when used in games. However for minecraft's current case it faces a problem - When you're fighting the current monsters, and you have this unique loot, it ends up being increadibly underpowered and you'll eventually be able to one shot endermen. This is bad for obvious reasons.
I have a solution to this problem that will probably change the game a lot, or atleast the adventure aspect. (This is the 'big' part I was talking about earlier)
At this time, the spawn point will now always be 0,0. This makes everything a lot simpler, however it isn't needed. Since this kind of makes the compass obsolete, we could make the compass refer to N/S/E/W instead of spawnpoint, but that's somewhat irrelevant.
Now, as you go away from the 0,0 point (Which we'll refer to as 'haven') things will slowly progress to get more challenging. Monsters will slowly get buffed, but the loot will also be greater. We'll even nerf the loot you get at haven to be weaker to make this make a bit more sense - the arrows dropped at haven will be weaker and do less damage, the bones only turn to one bonemeal instead of three and can't be used to tame wolves, the rotten flesh hurts you instead of giving you hunger, etc. And as stated, as you go away from this point, monsters start dropping this loot a bit more commonly and the loot itself will have more bonuses. (Let's say ever 500 or 1000 blocks there is a new version of the base items, the default (or haven) loot has the "Lesser" prefix, like the "Lesser Flesh", and will progress to "Flesh", "Greater Flesh", etc. We could have it so as you go further the amount of improvement gets slower or whatever to save space. But this in itself isn't much, arrows are only so useful, so now we bring in the unique loot. Similar to how in the snapshot mobs drop tools, they will drop unique loot. In haven most of the loot is damaged loot, with rarely a regular item. As you go further the items itself get more powerful. Starting off with mere trash like "Ragged Leather Boots" or "Jagged Claymore" you start getting things like "Reinforced Chestplate" or "Sturdy Waraxe". (We're going to need some item sprites to go with this).
Now, that kind of solves the problem that was presented earlier with unique loot. However it's also kind of boring. What's all this useful for, anyway?
You probably saw it coming, but dungeons.
The concept for dungeons are pretty simple. You have a basic layout that is randomly generated in a mase/labrnth format, only not designed directly to confuse you (Sort of like strongholds, but not as stupid). Then, you have monsters. These can be relatively basic creatures, like "Imps" or "Skeletal Warriors", and they could probably have variations depending on the distance from haven, but that's mainly a detail because it's all just variables. These monsters don't despawn and stay in specific areas designed while generating the dungeon. They drop unique loot more often, and specifically are harder than normal mobs, and maybe they have abilities, like on aggro they will charge at you and send you flying. Then across the dungeons you have chests, also with the unique loot (Probably better loot), and then generic stuff like gold nuggets and junk. And then you place minibosses. Pretty basic, more health, more damage, and maybe some randomly placed abilities. Now, you could probably have a large group of designed unique loot, and he'll drop one of them, and it's generally better than most random loot.
For fun, we could have different kinds of dungeons depending on the biomes, like in swamps you could have spider caves, or in deserts you could have little underground tombs filled with pigmen, or whatever. Keep things interesting.
As you could of guessed, the dungeons get more and more intense as we go away from haven, as does the loot. Now we're getting somewhere, people can just sprawl dungeons all day for fun. But you're still not really there, it's a bit too repetative still. That's were bosses like the enderdragon come in.
The stronghold can just be a basic dungeon format, probably a bit harder, but still serve the same purpose as it origonally did, only now with more monsters and stuff, but the purpose of it is still a way to the End. In the end you have the enderdragon, however it's a lot harder, has more health, and will mother****ing kill you if you didn't bring your goddamn unique loot. Killing it will drop some serious ****, like that arcanite reaper you always wanted or whatever. That's fine an all, but that's just the beginning. There will be tons of these designed bosses spread across the world, like a giant nether worm that you need summon via making bate found in a nether fortress, or a giant bird that you get by getting flying boots and chasing it down somewhere.
This thread contains a lot of concepts, but not a lot of actual material. I think the concept is ultimately more important than direct content, but if you have any actual content that fits into the idea I'll gladly put it into the thread. (Also point out any spelling errors and I'll gladly fix them)
We don't need new, useless items. I think we should have display blocks, like the enderegg. A mob that's stronger than its normal version will sometimes appear, under the same spawning conditions as the normal one. They drop cool stuff, like skulls.
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Before starting the big stuff, I'll introduce some concepts that will be used regularly and have been suggested before.
Unique Loot
There are two kinds of unique loot. It can either be pre-made and only dropped in certain instances, or the effects of it can be random. The premade kind is pretty much every item in world of warcraft-it was designed, and then designed to be dropped by a certain creature/creatures. The random kind is usually used in roguelikes, more known ones like Torchlight, Diablo, etc (It's debateable to consider them roguelikes but I think they are, therefor they are). Basically, there is a base item. For the example we will say the base item is a Bone Shield. When it is dropped by a creature, it will then decide what the effects of it are. Now, a normal Bone Shield will basically just have defence points, and it will have 5-10 defence points. That's pretty much it. It could also be a Damaged Bone Shield. The damaged boneshield will have less of the effects of a normal one, and in minecraft's case may be missing some durability. This is usually considered trash to be thrown away or sold or whatever. Then, there can be a Greater Bone Shield. This one is considered magic, and will have a bonus effect similar to that of an enchantment. Let's say it is now a "Spiked Bone Shield" and will deal a small amount of damage whenever attacked.
We can mix these two kinds of loot, where bosses are specific monsters drop the designed unique loot, and then regular creatures just drop the randomised loot.
Now, I love this concept when used in games. However for minecraft's current case it faces a problem - When you're fighting the current monsters, and you have this unique loot, it ends up being increadibly underpowered and you'll eventually be able to one shot endermen. This is bad for obvious reasons.
I have a solution to this problem that will probably change the game a lot, or atleast the adventure aspect. (This is the 'big' part I was talking about earlier)
At this time, the spawn point will now always be 0,0. This makes everything a lot simpler, however it isn't needed. Since this kind of makes the compass obsolete, we could make the compass refer to N/S/E/W instead of spawnpoint, but that's somewhat irrelevant.
Now, as you go away from the 0,0 point (Which we'll refer to as 'haven') things will slowly progress to get more challenging. Monsters will slowly get buffed, but the loot will also be greater. We'll even nerf the loot you get at haven to be weaker to make this make a bit more sense - the arrows dropped at haven will be weaker and do less damage, the bones only turn to one bonemeal instead of three and can't be used to tame wolves, the rotten flesh hurts you instead of giving you hunger, etc. And as stated, as you go away from this point, monsters start dropping this loot a bit more commonly and the loot itself will have more bonuses. (Let's say ever 500 or 1000 blocks there is a new version of the base items, the default (or haven) loot has the "Lesser" prefix, like the "Lesser Flesh", and will progress to "Flesh", "Greater Flesh", etc. We could have it so as you go further the amount of improvement gets slower or whatever to save space. But this in itself isn't much, arrows are only so useful, so now we bring in the unique loot. Similar to how in the snapshot mobs drop tools, they will drop unique loot. In haven most of the loot is damaged loot, with rarely a regular item. As you go further the items itself get more powerful. Starting off with mere trash like "Ragged Leather Boots" or "Jagged Claymore" you start getting things like "Reinforced Chestplate" or "Sturdy Waraxe". (We're going to need some item sprites to go with this).
Now, that kind of solves the problem that was presented earlier with unique loot. However it's also kind of boring. What's all this useful for, anyway?
You probably saw it coming, but dungeons.
The concept for dungeons are pretty simple. You have a basic layout that is randomly generated in a mase/labrnth format, only not designed directly to confuse you (Sort of like strongholds, but not as stupid). Then, you have monsters. These can be relatively basic creatures, like "Imps" or "Skeletal Warriors", and they could probably have variations depending on the distance from haven, but that's mainly a detail because it's all just variables. These monsters don't despawn and stay in specific areas designed while generating the dungeon. They drop unique loot more often, and specifically are harder than normal mobs, and maybe they have abilities, like on aggro they will charge at you and send you flying. Then across the dungeons you have chests, also with the unique loot (Probably better loot), and then generic stuff like gold nuggets and junk. And then you place minibosses. Pretty basic, more health, more damage, and maybe some randomly placed abilities. Now, you could probably have a large group of designed unique loot, and he'll drop one of them, and it's generally better than most random loot.
For fun, we could have different kinds of dungeons depending on the biomes, like in swamps you could have spider caves, or in deserts you could have little underground tombs filled with pigmen, or whatever. Keep things interesting.
As you could of guessed, the dungeons get more and more intense as we go away from haven, as does the loot. Now we're getting somewhere, people can just sprawl dungeons all day for fun. But you're still not really there, it's a bit too repetative still. That's were bosses like the enderdragon come in.
The stronghold can just be a basic dungeon format, probably a bit harder, but still serve the same purpose as it origonally did, only now with more monsters and stuff, but the purpose of it is still a way to the End. In the end you have the enderdragon, however it's a lot harder, has more health, and will mother****ing kill you if you didn't bring your goddamn unique loot. Killing it will drop some serious ****, like that arcanite reaper you always wanted or whatever. That's fine an all, but that's just the beginning. There will be tons of these designed bosses spread across the world, like a giant nether worm that you need summon via making bate found in a nether fortress, or a giant bird that you get by getting flying boots and chasing it down somewhere.
This thread contains a lot of concepts, but not a lot of actual material. I think the concept is ultimately more important than direct content, but if you have any actual content that fits into the idea I'll gladly put it into the thread. (Also point out any spelling errors and I'll gladly fix them)