Not Survival, Creative, or Hardcore. But RPG Mode. You spawn with leather armor and a wood sword. Like survival, you get an experience bar. But you also get a money bar showing how much money you've collected. You also spawn in a randomly generated town with a bank and a shop/store where you can buy items and armor. You fight mobs to get money and you save your money to buy new stuff. There is also horses you can buy.
This needs far more development before it could be seriously considered as a game mode. How would quests work? What sort of world would you have? Finite? Infinite?
Oh, and I'm just going to predict that at least one person will say "minecraft is already an RPG"
Such a valuable reply. I can feel the insight in your post.
The idea has been proposed before, but it has never gotten far. Minecraft is such an open game that trying to impose a rigid RPG style upon it would be jarring. A gamemode with a more developed NPC system, however, would be neat.
I'd simply like to enjoy the satisfaction of being "rich". At the lack of currency you're basically always poor as... Dirt. The ability to exchange items and gather finances would appeal to me.
Oh, and I'm just going to predict that at least one person will say "minecraft is already an RPG"
But it is already an RPG! If we're going to have these sort of things (quests, starter gear, money), then we may aswell put it in survival. Having Gold as an actual in-game currency to trade with would also be great for making Tools/Armour renewable. We already have renweable Wood (Saplings = Trees = Wood), renewable Stone (Lava + Water = Cobblestone), renewable Leather (Wheat + Cows = Cows + 1), renewable Iron (Villager + House = Villager + 1, Villager x15 = Iron Golem = Iron Ingots), so it only makes sense if Gold were renweable in the way that you can trade stuff for it.
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Excuse me, but that was my comment you just read there, bub.
JakeTehDracomancer, gold is already renewable thanks to zombie pigmen.
As for the idea, I myself would prefer that if it was going to be added for it to be added to survival. I am all for RPG elements, but much of the minecrafters are against it.
JakeTehDracomancer, gold is already renewable thanks to zombie pigmen.
As for the idea, I myself would prefer that if it was going to be added for it to be added to survival. I am all for RPG elements, but much of the minecrafters are against it.
Technically, Zombie Pigmen aren't renewable. Unless they add a Lightning Gun, which I'm pretty sure they haven't.
But then we'd get hundreds of whiny posts complaining about how minecraft was turning into "too much of an RPG".
And I'd agree with them.
Sure, hundreds don't like Minecraft RPG-style. But hundreds do, too. I mean, Jeb has to agree with some side of the argument - the Minecrafters are divided over plenty of things. The End, Cocoa Beans, Apples... The list is pretty big. So, some day or another, some Minecrafter is gonna complain about something. In fact, they already do.
What does lightning have to do with zombie-pigmen? Sure if a pig gets hit by it it turns into one, but that is rare as heck. Don't you know that they are crawling all over the nether?
What does lightning have to do with zombie-pigmen? Sure if a pig gets hit by it it turns into one, but that is rare as heck. Don't you know that they are crawling all over the nether?
Yes, I knew that. But that still doesn't make them renewable. Technically, Non-Breedable Mob drops (except Iron Golems, which can be Spawned by Villager Growth) aren't renewable. They're as renewable as Ores, actually.
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Excuse me, but that was my comment you just read there, bub.
Yes, I knew that. But that still doesn't make them renewable. Technically, Non-Breedable Mob drops (except Iron Golems, which can be Spawned by Villager Growth) aren't renewable. They're as renewable as Ores, actually.
No that's incorrect. All passive mobs besides the squid (pig, chicken, cow, and sheep) generate once, when new chunks generate. Everything else spawns if the correct conditions are met (correct biome for Ocelots/Wolves, water for Squids, Darkness for hostile mobs, Nether for Nether mobs). All Nether Mobs will respawn.
(I'm not sure if wolves and ocelots spawn with world generation or randomly in the correct biome, but that doesn't apply to this situation)
I find your idea interesting, and I'd rather have it be as a separate game mode as well. I like having a survival aspect that is just surviving and not about leveling up and stuff unless I want to level up for enchantments. Perhaps as a classic roguelike, with a starting town and surface area that is pretty normal, but a large underground labyrinth below.
The only problem I can see with this idea is it suffering from generic quests like "Bring me 15 Logs" or "Kill 10 Creepers". Even huge RPGs have a lot of these "fetch quests" and it irks many people.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
No that's incorrect. All passive mobs besides the squid (pig, chicken, cow, and sheep) generate once, when new chunks generate. Everything else spawns if the correct conditions are met (correct biome for Ocelots/Wolves, water for Squids, Darkness for hostile mobs, Nether for Nether mobs). All Nether Mobs will respawn.
(I'm not sure if wolves and ocelots spawn with world generation or randomly in the correct biome, but that doesn't apply to this situation)
I find your idea interesting, and I'd rather have it be as a separate game mode as well. I like having a survival aspect that is just surviving and not about leveling up and stuff unless I want to level up for enchantments. Perhaps as a classic roguelike, with a starting town and surface area that is pretty normal, but a large underground labyrinth below.
The only problem I can see with this idea is it suffering from generic quests like "Bring me 15 Logs" or "Kill 10 Creepers". Even huge RPGs have a lot of these "fetch quests" and it irks many people.
I don't think respawning counts as renewability. Respawning is just a game mechanic - renewability suggests that it has the bility to recreate itself. Trees (Wood) are renewable in the way that you can harvest Saplings, Stone is renewable in the way that you can make Lava-Water Farms, Leather is renewable in the way you can Breed Cows, Iron is renewable in the way you can Farm Iron Golems by continously building Village Houses, and in the way it can be renewably Smelted with the use of Charcoal Burning - but Gold isn't. I see the point in Diamonds not being, since they're a step towards Endgame (Diaomnds to mine Obsidian, Obsidian to make a Nether Portal, Nether Portal to the Nether, Blazes in the Nether, Blazes give Blaze Powder/Rods, etc...), but Gold needs to be, too. I just don't see Respawning as a sort of renewability, or we'd all go calling Blaze Powder renewable.
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Excuse me, but that was my comment you just read there, bub.
I don't think respawning counts as renewability. Respawning is just a game mechanic - renewability suggests that it has the bility to recreate itself. Trees (Wood) are renewable in the way that you can harvest Saplings, Stone is renewable in the way that you can make Lava-Water Farms, Leather is renewable in the way you can Breed Cows, Iron is renewable in the way you can Farm Iron Golems by continously building Village Houses, and in the way it can be renewably Smelted with the use of Charcoal Burning - but Gold isn't. I see the point in Diamonds not being, since they're a step towards Endgame (Diaomnds to mine Obsidian, Obsidian to make a Nether Portal, Nether Portal to the Nether, Blazes in the Nether, Blazes give Blaze Powder/Rods, etc...), but Gold needs to be, too. I just don't see Respawning as a sort of renewability, or we'd all go calling Blaze Powder renewable.
What is your definition of a renewable resource? The one I use is "A resource that one can collect a unlimited supply of within a finite # of chunks". Based on this definition, re-spawning causes renewability, and any mod drop (including blaze rods/powder) currently in the game is renewable as a result (hostiles re-spawn automatically, passives re-spawn when given wheat, which itself is renewable because I can grow unlimited amounts of it in one place).
I don't think respawning counts as renewability. Respawning is just a game mechanic - renewability suggests that it has the bility to recreate itself. Trees (Wood) are renewable in the way that you can harvest Saplings, Stone is renewable in the way that you can make Lava-Water Farms, Leather is renewable in the way you can Breed Cows, Iron is renewable in the way you can Farm Iron Golems by continously building Village Houses, and in the way it can be renewably Smelted with the use of Charcoal Burning - but Gold isn't. I see the point in Diamonds not being, since they're a step towards Endgame (Diaomnds to mine Obsidian, Obsidian to make a Nether Portal, Nether Portal to the Nether, Blazes in the Nether, Blazes give Blaze Powder/Rods, etc...), but Gold needs to be, too. I just don't see Respawning as a sort of renewability, or we'd all go calling Blaze Powder renewable.
The bolded section shows your ignorance* of the game. If you get three iron and make a bucket, get some dirt and make a mold, pour lava and cool it with water...welcome to the Nether.
Frankly, I find your definition of "renewable" a bit odd as well. If the source keeps coming back, then it is renewed. Would you prefer that mob drops be classified as "limitless" resources? That's what they are. Over time, there will continue to be a supply of them, in some cases with maintenance, but in many cases without.
On a side note, I had (oddly enough) created a more fleshed-out version of this idea in another topic. I was using it as an example of what makes a good optional game mode as opposed to what makes a good mod. It wasn't entirely fleshed out, but now I'm tempted to go find the post again.
*To whomever that edited my post; Calling someone ignorant is not an insult. Look up the definition of ignorant (of which, ironically, you appear to be ignorant): http://dictionary.reference.com/browse/ignorant Ignorance simply means a lack of knowledge. If I said someone didn't have their facts straight, it would be the same thing. Furthermore, if you are going to edit someone's posts, you should identify that you have done so, that if there is a problem it may be dealt with privately, rather than aired in a public commentary like this. I am not trying to challenge your authority, but you were wrong, and I consider it my right to defend my actions against unfair censorship.
Such a valuable reply. I can feel the insight in your post.
The idea has been proposed before, but it has never gotten far. Minecraft is such an open game that trying to impose a rigid RPG style upon it would be jarring. A gamemode with a more developed NPC system, however, would be neat.
If I may speak in here with my own idea, I'd like to see this as an output of Creative Mode.
I'd like to see it expanded to include easy-to-place easy-to-script NPC's. Right click the NPC, and it opens a window with an "INPUT TEXT HERE" box. Originally, the ability to speak when hit would be the only thing they'd have, but as they'd choose to update it (or as modders make their own things) they can gain the ability to give, take, and trade-out items.
Additionally, I'd like to see this include new blocks to specifically set spawn, and perhaps some sort of teleportation block.
This would allow the player to create an entire RPG-style map with ease. When the player is finally ready to live in their world or distribute it to other players, a "Convert World" option could appear in the menu. All it would do is create a copy of the creative map under survival mode.
By this, I mean it would create a literal copy. You can edit your creative world independently of the cloned world, allowing you to continue updating it.
Now, this is possible through using programs/mods, I'm sure, but I think it would bring a lot of satisfaction.
Edit: I'd also like for the converted map to render all blocks unbreakable, but that could be a check-box option in the "Convert World" menu.
If you guys can't tell, I'm a huge fan of RPG Adventure Maps. ;D
Not Survival, Creative, or Hardcore. But RPG Mode. You spawn with leather armor and a wood sword. Like survival, you get an experience bar. But you also get a money bar showing how much money you've collected. You also spawn in a randomly generated town with a bank and a shop/store where you can buy items and armor. You fight mobs to get money and you save your money to buy new stuff. There is also horses you can buy.
There's a mod called "Tale of Kingdoms" that's sort of what you just stated.
I personally wouldn't mind seeing something like this in the game.
Instagram: lucas_feola
Oh, and I'm just going to predict that at least one person will say "minecraft is already an RPG"
Such a valuable reply. I can feel the insight in your post.
The idea has been proposed before, but it has never gotten far. Minecraft is such an open game that trying to impose a rigid RPG style upon it would be jarring. A gamemode with a more developed NPC system, however, would be neat.
Instagram: lucas_feola
But it is already an RPG! If we're going to have these sort of things (quests, starter gear, money), then we may aswell put it in survival. Having Gold as an actual in-game currency to trade with would also be great for making Tools/Armour renewable. We already have renweable Wood (Saplings = Trees = Wood), renewable Stone (Lava + Water = Cobblestone), renewable Leather (Wheat + Cows = Cows + 1), renewable Iron (Villager + House = Villager + 1, Villager x15 = Iron Golem = Iron Ingots), so it only makes sense if Gold were renweable in the way that you can trade stuff for it.
But then we'd get hundreds of whiny posts complaining about how minecraft was turning into "too much of an RPG".
And I'd agree with them.
As for the idea, I myself would prefer that if it was going to be added for it to be added to survival. I am all for RPG elements, but much of the minecrafters are against it.
Technically, Zombie Pigmen aren't renewable. Unless they add a Lightning Gun, which I'm pretty sure they haven't.
Sure, hundreds don't like Minecraft RPG-style. But hundreds do, too. I mean, Jeb has to agree with some side of the argument - the Minecrafters are divided over plenty of things. The End, Cocoa Beans, Apples... The list is pretty big. So, some day or another, some Minecrafter is gonna complain about something. In fact, they already do.
Yes, I knew that. But that still doesn't make them renewable. Technically, Non-Breedable Mob drops (except Iron Golems, which can be Spawned by Villager Growth) aren't renewable. They're as renewable as Ores, actually.
No that's incorrect. All passive mobs besides the squid (pig, chicken, cow, and sheep) generate once, when new chunks generate. Everything else spawns if the correct conditions are met (correct biome for Ocelots/Wolves, water for Squids, Darkness for hostile mobs, Nether for Nether mobs). All Nether Mobs will respawn.
(I'm not sure if wolves and ocelots spawn with world generation or randomly in the correct biome, but that doesn't apply to this situation)
I find your idea interesting, and I'd rather have it be as a separate game mode as well. I like having a survival aspect that is just surviving and not about leveling up and stuff unless I want to level up for enchantments. Perhaps as a classic roguelike, with a starting town and surface area that is pretty normal, but a large underground labyrinth below.
The only problem I can see with this idea is it suffering from generic quests like "Bring me 15 Logs" or "Kill 10 Creepers". Even huge RPGs have a lot of these "fetch quests" and it irks many people.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I don't think respawning counts as renewability. Respawning is just a game mechanic - renewability suggests that it has the bility to recreate itself. Trees (Wood) are renewable in the way that you can harvest Saplings, Stone is renewable in the way that you can make Lava-Water Farms, Leather is renewable in the way you can Breed Cows, Iron is renewable in the way you can Farm Iron Golems by continously building Village Houses, and in the way it can be renewably Smelted with the use of Charcoal Burning - but Gold isn't. I see the point in Diamonds not being, since they're a step towards Endgame (Diaomnds to mine Obsidian, Obsidian to make a Nether Portal, Nether Portal to the Nether, Blazes in the Nether, Blazes give Blaze Powder/Rods, etc...), but Gold needs to be, too. I just don't see Respawning as a sort of renewability, or we'd all go calling Blaze Powder renewable.
What is your definition of a renewable resource? The one I use is "A resource that one can collect a unlimited supply of within a finite # of chunks". Based on this definition, re-spawning causes renewability, and any mod drop (including blaze rods/powder) currently in the game is renewable as a result (hostiles re-spawn automatically, passives re-spawn when given wheat, which itself is renewable because I can grow unlimited amounts of it in one place).
The bolded section shows your ignorance* of the game. If you get three iron and make a bucket, get some dirt and make a mold, pour lava and cool it with water...welcome to the Nether.
Frankly, I find your definition of "renewable" a bit odd as well. If the source keeps coming back, then it is renewed. Would you prefer that mob drops be classified as "limitless" resources? That's what they are. Over time, there will continue to be a supply of them, in some cases with maintenance, but in many cases without.
On a side note, I had (oddly enough) created a more fleshed-out version of this idea in another topic. I was using it as an example of what makes a good optional game mode as opposed to what makes a good mod. It wasn't entirely fleshed out, but now I'm tempted to go find the post again.
*To whomever that edited my post; Calling someone ignorant is not an insult. Look up the definition of ignorant (of which, ironically, you appear to be ignorant): http://dictionary.reference.com/browse/ignorant
Ignorance simply means a lack of knowledge. If I said someone didn't have their facts straight, it would be the same thing. Furthermore, if you are going to edit someone's posts, you should identify that you have done so, that if there is a problem it may be dealt with privately, rather than aired in a public commentary like this. I am not trying to challenge your authority, but you were wrong, and I consider it my right to defend my actions against unfair censorship.
lol
I'd like to see it expanded to include easy-to-place easy-to-script NPC's. Right click the NPC, and it opens a window with an "INPUT TEXT HERE" box. Originally, the ability to speak when hit would be the only thing they'd have, but as they'd choose to update it (or as modders make their own things) they can gain the ability to give, take, and trade-out items.
Additionally, I'd like to see this include new blocks to specifically set spawn, and perhaps some sort of teleportation block.
This would allow the player to create an entire RPG-style map with ease. When the player is finally ready to live in their world or distribute it to other players, a "Convert World" option could appear in the menu. All it would do is create a copy of the creative map under survival mode.
By this, I mean it would create a literal copy. You can edit your creative world independently of the cloned world, allowing you to continue updating it.
Now, this is possible through using programs/mods, I'm sure, but I think it would bring a lot of satisfaction.
Edit: I'd also like for the converted map to render all blocks unbreakable, but that could be a check-box option in the "Convert World" menu.
If you guys can't tell, I'm a huge fan of RPG Adventure Maps. ;D
There's a mod called "Tale of Kingdoms" that's sort of what you just stated.
I personally wouldn't mind seeing something like this in the game.