I am going to make this as short and simple as possible.
1 - Make strongholds accessible. Assuming we can't mine, we can't access strongholds, thus unable to kill the Enderdragon. Personally, I would LOVE the challenge of never mining a single block, and managing to defeat the Enderdragon.
2 - Refreshing villages. Empty out the Village's supply chests? Have them *refill*, every 1-3 days. Not necessarily with the same items that you took from last time, but yea...
3 - Villages respond to when you steal from their chest (look at above). Open up one of their chests, nothing happens, perhaps they get a little mad... 2 or 3? They send an Iron Golem on you. > Remember, what they don't know or see won't hurt you.
4 - Cleaner structure spawning in general. I know for a fact half of the generation of Nether Forts will be unable to be entered due to their... interesting... spawning pattern. Perhaps a cleanup is in order?
You missed the point of Adventure Mode entirely. It was made for Adventure map makers so you couldn't cheat, not for simply making a world in Minecraft. That being said, this entire thread is invalid.
Although... Killing the enderdragon with only the contents of the beginning chest is an intriguing challenge.
Why couldn't Adventure mode be designed to work with default minecraft? I mean, they're adding more and more structures, some even containing traps. I'm hoping they'll make it so you can choose to start in adventure mode upon creating a world, which would alter the world gen slightly to make structures more common, or closer together, or various other key aspects, like making Strongholds accesible and possibly starting the player in a village. I mean, yeah it was obviously implemented for player-made maps, but It'd be really cool to be able to play essentially randomly generated adventure maps.
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It only just gets released and we are already complaining about it? Good Greif! Your completely jumping the gun on a feature that's not even officially released yet. It's designed to work with maps that have been build with a specific goal or theme in mind. It was never designed for use with a freshly generated map. Caimen0 is right, this whole thread is invalid, you completely missed the point.
I mean, yeah it was obviously implemented for player-made maps, but It'd be really cool to be able to play essentially randomly generated adventure maps.
They currently have bugs with generating villages and structures as it is now, what makes you think they have the ability to make it so every random seed generated is playable on adventure mode?
I agree with some adjustments, I do agree with blazedrag with adjusting world generation for adventure mode to spice it up a bit for default, adventure mode shouldnt only be for custom maps use when default has so much potential for all the new ruins and natural structures that are generating in your world. Strongholds (and natural structures) would be more common with easier ways to get to them, such as stronghold or abandoned mineshaft entrances and such. Would be alot of fun and cool things could be added to this mode.
I didn't mean for it to be available tomorrow, and like I said, I know the generator would have to be modified somewhat, but they're doing a lot of work on that too right now. I personally think it wouldn't be too hard in concept at least. The only problem I think would be that the end goal would always be to kill the enderdragon, which could be boring on repeated playthroughs. Here's what I think would need to be added or changed to make it work for random maps and be more fun in general:
1) It would probably have to work with large biomes by default. This would allow for the maps to be more themed towards a certain area
2) More structures... sorta obvious, but it doesn't have to be entirely new stuff, just for instance, they could have 3 variations on pyramids where the treasure is hidden in different areas in each, and with different traps, but they'd all look the same from the outside.
3) Quests: The player needs to be directed in some fashion. After all this is adventure mode. NPC's would likely be able to give the player a quest to go to, say one of these new structures, and get what's in there. Sometimes maybe the player would have to find these places, other times they might be given a magic compass that points them in the right direction. Or maybe they have to go collect 20 cow butts or some other more generic quest. This would give the players something to actually do and accomplish. If the random temple structures are given more variety, then this would be perfect.
4) Bigger Villages. I think that in an adventure mode, the player would have to by default start out in or near a village, after all how would you be able to get anything done if you can't break blocks. Also keep in mind with no block placing means no brewing stands or enchanting tables, which would need to be added to villages, (perhaps locked or only usable by villagers as a trade) in order to maintain those aspects of the game, although those special building should probably be reserved for adventure mode only, as they would probably break survival somewhat. However the villages should still be generated randomly, so these aspects of the game would be somewhat random. What I mean is that like, you might get a Farm, Blacksmith, and Brewery in one map, versus say a Blacksmith, Lumberjack, and Enchantment Library in another. The blacksmith would probably be required in all maps as it would likely be the only way to get weapons and armor. Okay I'm gonna need to go into more detail here. Here's a list of buildings and their functions in adventure mode that I would do:
Optional/Random:
Farm: The wheat trenches normally seen in villages. These would allow the player easy access to food and a resource for trading
Butcher Shop: Another way to get food, but this guy only sells, unlike the farm where you get it yourself, but he has more types of food
Magic Library*: Updated to have an enchanting table with a random number of books around it. It would always have an NPC stationed by it that would enchant items, for a price of course.
Brewery*: Would contain at least one brewing stand and cauldron that would be refiled regularly. An NPC would always be in the building and offer water bottles and various potions for sale
Shop*: Would sell Tools to the player. Stuff like flint&steel, shears, pick, etc. Also probably arrows for a bow and stuff like maps and buckets
Tavern*: Possibly a building that would allow you to hire comrades for money/emeralds. Just a quick idea, but could be nice for adventure mode. Basically they would probably have the same AI as Wolves, but with a sword or bow and some armor
Church: Contains the priest, which would give much more difficult quests, but higher rewards
Required:
Blacksmith: Makes/Sell weapons and armor for you
Inn*: It would just be a building with a bed in it. It could easily just be the large house building we currently have but with a bed or 2. It could also have a large chest or 2 to store your things and probably a crafting bench and furnace for personal use. Perhaps it could start out with just a bed and you could buy chests
*Adventure only
Anyways that's all for now. The way all these suggestions here work, it would be relatively simple to implement them as they require no real new features, other than the quest system, which given that they've already done trading, would hardly be a leap to accomplish from now. Also, perhaps the quest npcs could be the unused green ones to set them apart from the rest.
Rollback Post to RevisionRollBack
Now Featuring Something Quest! Also, quite a few Minecraft Creations.
You missed the point of Adventure Mode entirely. It was made for Adventure map makers so you couldn't cheat, not for simply making a world in Minecraft. That being said, this entire thread is invalid.
Although... Killing the enderdragon with only the contents of the beginning chest is an intriguing challenge.
I don't actually agree. Personally, I think that you missed the point. Or, at the least that your vision is too limited. Yes, Adventure Mode can be used that way. Is that likely to be the only use for it, though? Personally, I think not. As the interactions with NPCs get more complex, and as generated structures gain more intricacy, the potential for a randomized RPG becomes more and more possible. My hope would be that the ultimate result of Adventure Mode is a more flexible system that allows for both player-made maps, and completely random adventures with endless replayability.
Because of that, I actually see everything in this thread as a possible option that would enrich the experience.
1 - Make strongholds accessible. Assuming we can't mine, we can't access strongholds, thus unable to kill the Enderdragon. Personally, I would LOVE the challenge of never mining a single block, and managing to defeat the Enderdragon.
2 - Refreshing villages. Empty out the Village's supply chests? Have them *refill*, every 1-3 days. Not necessarily with the same items that you took from last time, but yea...
3 - Villages respond to when you steal from their chest (look at above). Open up one of their chests, nothing happens, perhaps they get a little mad... 2 or 3? They send an Iron Golem on you. >
4 - Cleaner structure spawning in general. I know for a fact half of the generation of Nether Forts will be unable to be entered due to their... interesting... spawning pattern. Perhaps a cleanup is in order?
Although... Killing the enderdragon with only the contents of the beginning chest is an intriguing challenge.
They currently have bugs with generating villages and structures as it is now, what makes you think they have the ability to make it so every random seed generated is playable on adventure mode?
1) It would probably have to work with large biomes by default. This would allow for the maps to be more themed towards a certain area
2) More structures... sorta obvious, but it doesn't have to be entirely new stuff, just for instance, they could have 3 variations on pyramids where the treasure is hidden in different areas in each, and with different traps, but they'd all look the same from the outside.
3) Quests: The player needs to be directed in some fashion. After all this is adventure mode. NPC's would likely be able to give the player a quest to go to, say one of these new structures, and get what's in there. Sometimes maybe the player would have to find these places, other times they might be given a magic compass that points them in the right direction. Or maybe they have to go collect 20 cow butts or some other more generic quest. This would give the players something to actually do and accomplish. If the random temple structures are given more variety, then this would be perfect.
4) Bigger Villages. I think that in an adventure mode, the player would have to by default start out in or near a village, after all how would you be able to get anything done if you can't break blocks. Also keep in mind with no block placing means no brewing stands or enchanting tables, which would need to be added to villages, (perhaps locked or only usable by villagers as a trade) in order to maintain those aspects of the game, although those special building should probably be reserved for adventure mode only, as they would probably break survival somewhat. However the villages should still be generated randomly, so these aspects of the game would be somewhat random. What I mean is that like, you might get a Farm, Blacksmith, and Brewery in one map, versus say a Blacksmith, Lumberjack, and Enchantment Library in another. The blacksmith would probably be required in all maps as it would likely be the only way to get weapons and armor. Okay I'm gonna need to go into more detail here. Here's a list of buildings and their functions in adventure mode that I would do:
Optional/Random:
Farm: The wheat trenches normally seen in villages. These would allow the player easy access to food and a resource for trading
Butcher Shop: Another way to get food, but this guy only sells, unlike the farm where you get it yourself, but he has more types of food
Magic Library*: Updated to have an enchanting table with a random number of books around it. It would always have an NPC stationed by it that would enchant items, for a price of course.
Brewery*: Would contain at least one brewing stand and cauldron that would be refiled regularly. An NPC would always be in the building and offer water bottles and various potions for sale
Shop*: Would sell Tools to the player. Stuff like flint&steel, shears, pick, etc. Also probably arrows for a bow and stuff like maps and buckets
Tavern*: Possibly a building that would allow you to hire comrades for money/emeralds. Just a quick idea, but could be nice for adventure mode. Basically they would probably have the same AI as Wolves, but with a sword or bow and some armor
Church: Contains the priest, which would give much more difficult quests, but higher rewards
Required:
Blacksmith: Makes/Sell weapons and armor for you
Inn*: It would just be a building with a bed in it. It could easily just be the large house building we currently have but with a bed or 2. It could also have a large chest or 2 to store your things and probably a crafting bench and furnace for personal use. Perhaps it could start out with just a bed and you could buy chests
*Adventure only
Anyways that's all for now. The way all these suggestions here work, it would be relatively simple to implement them as they require no real new features, other than the quest system, which given that they've already done trading, would hardly be a leap to accomplish from now. Also, perhaps the quest npcs could be the unused green ones to set them apart from the rest.
I don't actually agree. Personally, I think that you missed the point. Or, at the least that your vision is too limited. Yes, Adventure Mode can be used that way. Is that likely to be the only use for it, though? Personally, I think not. As the interactions with NPCs get more complex, and as generated structures gain more intricacy, the potential for a randomized RPG becomes more and more possible. My hope would be that the ultimate result of Adventure Mode is a more flexible system that allows for both player-made maps, and completely random adventures with endless replayability.
Because of that, I actually see everything in this thread as a possible option that would enrich the experience.