It always brings me some amount of sadness when Players kill off villagers when they don't have the things they want. Villagers are more responsive now and can refuse to trade with Players but I feel that the reprocussions of being a murderer should be even greater.
So I posit:
Whenever a villager is slain they drop Black Immorality/Curse Points, regardless of how the villager is killed. With enough of these Points the segments of the Experience Bar blackens akin the the effects of Withering. Curse Points clip through blocks and will drift towards the closest player.
With each segment of the Experience Bar darkened it increases the chances of dropping a Geist/Ghost egg. When picked up the Ghost Egg cannot be dropped and when timed out as an entity spawns as a Ghost that stalks a player or becomes part of the village itself.
When in the inventory or hotbar the egg can be removed by throwing it like a snowball/enderpearl or by having a priest bless you. By tossing this Ghost Egg it causes the Ghost to spawn. Being blessed by a priest also removes the Cursed Segments of the Experience Bar. To have such blessings a player must be in good standing with the Village itself. As it stands, even if a player tries to commit suicide to remove Ghost Eggs/Curse Points they cannot escape the consequence unless they destroy the Ghost Mob or become Blessed by the Priest.
With a high enough Curse rating even hostile mobs will start dropping Curse Points/Ghost Eggs and very rarely will drop Curse Points below a certain threshold.
The cost of a blessing from a priest should require a certain amount of emeralds and lapis. The reasoning behind lapis is because according to myth it was used in amulets to represent transcendence, enlightenment, etc.
Ghosts cannot be slain with non-enchanted items with the exception of iron tools/weapons. They can clip through blocks and if they absorb enough Curse Points can interact with torches, doors, levers, possess entities, and with enough curse points deal damage to the player.
The major factor in all of this Minecrafty people? Societal Implications or simulated morality. I've been told this suggestion is far to complex to impliment.
Curses sound a bit RPG-ish. Not really Minecrafty, but a great idea for a mod.
May I ask why exactly?
I mean, there are already potions, swords/tools/armor that can be enchanted, damage values, XP and so on.
Curses would be a great way to counter-act players from abusing villagers. Especially if-in the future-Mojang decides to impliment Passive or Neutral Mobs that simulate city building and the disparity of overcrowding or crime.
It seems they have taken a liking a voxel type game called Timber and Stone.
Curses would be a great way to counter-act players from abusing villagers. Especially if-in the future-Mojang decides to impliment Passive or Neutral Mobs that simulate city building and the disparity of overcrowding or crime.
The only things that should discourage the player is the future consequences of hurting villagers, such as being a attacked by their golem or they don't trade with you. The idea also introduces a type of sorcery, which we don't think fit into Minecraft. The only type of sorcery we have is summoning golems, and that isn't too much magic.
It's a sandbox game. I don't think there should be new gameplay mechanics that penalize players for playing the game the way they want to play it.
I would agree with you if we were speaking of Creative Mode which is inherently and purely a sandbox game. Minecraft is expansive enough and has varied modes of play; one mode being survival and has boundaries and limitations in it.
It takes a bit to fight the Wither or the Enderdragon. This is akin to leveling up. Players can choose to slaughter villagers if they would like. At the expense of dealing with a new mobile that can make play slightly more difficult. Or to remind them that they are a bad, bad, person.
The idea also introduces a type of sorcery, which we don't think fit into Minecraft. The only type of sorcery we have is summoning golems, and that isn't too much magic.
I like the idea of a Ghost mob that stalks the player, and the idea of preventing people from killing villagers for no good reason, but not the idea of killing villagers creating ghosts.
What if you need to kill some villagers? For example, if someone spawned a bunch of them just to troll you? Or if some got in your house?
I like the idea of a Ghost mob that stalks the player, and the idea of preventing people from killing villagers for no good reason, but not the idea of killing villagers creating ghosts.
What if you need to kill some villagers? For example, if someone spawned a bunch of them just to troll you? Or if some got in your house?
Are we speaking of spawning ghosts or villagers? In the instance of Villagers spawning in your home I would just evict them. If it we are speaking of ghosts being spawned then I guess the stipulation is that the player with the highest curse points would be haunted and a player with zero would be unique in the fact that the ghost would wander until it gets to an unloaded chunk (waiting to combine with another ghost or to attach themselves to a cursed player.)
Sounds a good idea but I think ghosts should only take 1/4 damage from non-enchanted weapon that isn't iron sword. Not immunity.
Besides, I would use TNT to destroy ghost.
Ghosts shouldn't be able to clip through obsidian and bedrock because it would be overpowered.
According to the legend ghosts can only held at bay with wrought iron (hence the weakness to iron and magic) and at the lowest levels would act like a neutral mob. It's gets stronger and becomes hostile when you slaughter more villagers or pick up curse points/ghosts eggs. Something like Ghost mobs combining with each other to become a vengeful spirit or poltergiest. Somewhere between level 2 (messing with objects) and level 3 (attacking the player) is when they should be wary.
It stands to reason that you have nothing to fear unless you continually abuse villagers and when/if you do at some point you will have magical items/iron items.
The difficulty setting can also play a role in determining what a ghost can and cannot do-much like the zombie breaking down wooden doors.
What about the people who have a Villager-apoclypse?
Please explain.
Do you mean too many villagers or a bad series of events that strikes your village?
In any case there are ways to increase the defenses of a village. Besides having tons of iron golems or snow golems it would behoove ye to raise the height of the village or make a moat of sorts.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://redd.it/11re37
It always brings me some amount of sadness when Players kill off villagers when they don't have the things they want. Villagers are more responsive now and can refuse to trade with Players but I feel that the reprocussions of being a murderer should be even greater.
So I posit:
Whenever a villager is slain they drop Black Immorality/Curse Points, regardless of how the villager is killed. With enough of these Points the segments of the Experience Bar blackens akin the the effects of Withering. Curse Points clip through blocks and will drift towards the closest player.
With each segment of the Experience Bar darkened it increases the chances of dropping a Geist/Ghost egg. When picked up the Ghost Egg cannot be dropped and when timed out as an entity spawns as a Ghost that stalks a player or becomes part of the village itself.
When in the inventory or hotbar the egg can be removed by throwing it like a snowball/enderpearl or by having a priest bless you. By tossing this Ghost Egg it causes the Ghost to spawn. Being blessed by a priest also removes the Cursed Segments of the Experience Bar. To have such blessings a player must be in good standing with the Village itself. As it stands, even if a player tries to commit suicide to remove Ghost Eggs/Curse Points they cannot escape the consequence unless they destroy the Ghost Mob or become Blessed by the Priest.
With a high enough Curse rating even hostile mobs will start dropping Curse Points/Ghost Eggs and very rarely will drop Curse Points below a certain threshold.
The cost of a blessing from a priest should require a certain amount of emeralds and lapis. The reasoning behind lapis is because according to myth it was used in amulets to represent transcendence, enlightenment, etc.
Ghosts cannot be slain with non-enchanted items with the exception of iron tools/weapons. They can clip through blocks and if they absorb enough Curse Points can interact with torches, doors, levers, possess entities, and with enough curse points deal damage to the player.
The major factor in all of this Minecrafty people? Societal Implications or simulated morality. I've been told this suggestion is far to complex to impliment.
May I ask why exactly?
I mean, there are already potions, swords/tools/armor that can be enchanted, damage values, XP and so on.
Curses would be a great way to counter-act players from abusing villagers. Especially if-in the future-Mojang decides to impliment Passive or Neutral Mobs that simulate city building and the disparity of overcrowding or crime.
It seems they have taken a liking a voxel type game called Timber and Stone.
It's a sandbox game. I don't think there should be new gameplay mechanics that penalize players for playing the game the way they want to play it.
The only things that should discourage the player is the future consequences of hurting villagers, such as being a attacked by their golem or they don't trade with you. The idea also introduces a type of sorcery, which we don't think fit into Minecraft. The only type of sorcery we have is summoning golems, and that isn't too much magic.
If that's so, leave Timber and Stone to become an RPG.
I would agree with you if we were speaking of Creative Mode which is inherently and purely a sandbox game. Minecraft is expansive enough and has varied modes of play; one mode being survival and has boundaries and limitations in it.
It takes a bit to fight the Wither or the Enderdragon. This is akin to leveling up. Players can choose to slaughter villagers if they would like. At the expense of dealing with a new mobile that can make play slightly more difficult. Or to remind them that they are a bad, bad, person.what?>
What if you need to kill some villagers? For example, if someone spawned a bunch of them just to troll you? Or if some got in your house?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumBesides, I would use TNT to destroy ghost.
Ghosts shouldn't be able to clip through obsidian and bedrock because it would be overpowered.
Are we speaking of spawning ghosts or villagers? In the instance of Villagers spawning in your home I would just evict them. If it we are speaking of ghosts being spawned then I guess the stipulation is that the player with the highest curse points would be haunted and a player with zero would be unique in the fact that the ghost would wander until it gets to an unloaded chunk (waiting to combine with another ghost or to attach themselves to a cursed player.)
According to the legend ghosts can only held at bay with wrought iron (hence the weakness to iron and magic) and at the lowest levels would act like a neutral mob. It's gets stronger and becomes hostile when you slaughter more villagers or pick up curse points/ghosts eggs. Something like Ghost mobs combining with each other to become a vengeful spirit or poltergiest. Somewhere between level 2 (messing with objects) and level 3 (attacking the player) is when they should be wary.
It stands to reason that you have nothing to fear unless you continually abuse villagers and when/if you do at some point you will have magical items/iron items.
The difficulty setting can also play a role in determining what a ghost can and cannot do-much like the zombie breaking down wooden doors.
Please explain.
Do you mean too many villagers or a bad series of events that strikes your village?
In any case there are ways to increase the defenses of a village. Besides having tons of iron golems or snow golems it would behoove ye to raise the height of the village or make a moat of sorts.