Did a search and didn't find anything specific to the thoughts I had while building tonight. Though similar in some ways to a few things I read. Hopefully not too much of a duplication.
I was thinking it would be cool if we could "flag" a building as and NPC buliding. Once flagged, we could assign that building a purpose. I was also thinking a tier system could be employed as well based on a geographical region.
Tier one would be residences. Once a certain number of home is reached within say, 30 blocks of each other, that will open tier two.
Tier two - craftsmen. Blacksmith, farmer, carpenter, mason, etc. Names are pretty self explanatory. Once enough tier two buildings are reached, tier three opens - say three tier 2 buildings.
Tier three - specialty craftsmen, alchemists, enchanters. As before, once enough tier three is reached, tier 4 opens. They mayor's house.
Once flagged, you can buy/sell (barter) with each tier's inhabitants. Also, this leads into my though on quests. Tier 2-4 would offer quests every so often. Nothing fancy. So the black smith might need say 5 iron or the carpenter 10 blocks of wood, etc. Once completed you get a little bit of xp and an item or two of use (red stone, gold, gems, etc).
Each tier building offers better rewards and more difficult quests. Again, nothing fancy, just harder to do - like blaze rods for the alchemist, or kill 10 creepers w/in 2 days for the mayor, etc.
As a side note, titles could be added for your toon. Like, knight for tier 2, lord for tier 3, king or tier four.
This all leads to my final idea. A player crafter portal that allows us to connect with other players seeds. So, for example I build a portal and get a list of other "open" portals available. I send a request to the owner of the other portal. If accepted I can travel to his seed and him to mine (like going to the Nether - except a seed). I realize this leads to host of problems, griefing being a prime one. But I think it would be awesome if we can flag our portal as "friendly" meaning, they can change our seed, but pop by for a visit. Or hostile, allowing for invasions, griefining, cross-see combat, etc.
My thought for this was to allow trade. I could specialize in say farming and crafting. While someone else does all the mining. We then can trade with each other, my food/goods for his raw materials, and so forth.
Maybe a little "pie in the sky" but thought I'd toss them out there.
I like a lot of the other ideas I read (mounts, furniture, rugs, skills, etc) and will post my support on those threads. Just thought I'd kick my first post off with a bang.
I don't see the point of the 'flagging' system. Why does the player do this? Why not have the game do this itself? Or do you mean that the player 'flags' buildings they have made? If thats the case then it seems decent enough but you should clarify that a bit.
I also don't mind the idea of villages growing however I would prefer for this to work in a more Milinaire mod sort of way, not exactly like that but similar. But the way you describe isn't bad. But I would suggest that instead of having a certain number of buildings made why not have it so that certain buildings un-lock certain features which help the village grow. For instance, If the village has a black smith, and a steady supply of items like iron, from the player or a mine like structure, and wood like wise from the player or a NPC source then they can produce better equipment for the farmers, miners, lumberjacks, etc. Or if the village is producing a big enough surplus of food then the population will increase faster, and if extra villagers exist, along with a surplus of iron in the village they will be made into soldiers to defend the village against hostil mobs and such. This would basically allow the villages to grow mostly on their own but also allow the player to influence the way the village grows by regulating the amount of resources available to the village through an updated trading system.
I don't like the quests. I'm not absolutely opposed to quests in minecraft but they would have to be done right, which would be extremely difficult. These quests are basically fetch quests or 'kill X amount of X creature..." quests, which most people don't really want to do.
As for the Portals idea. I don't like this at all. It adds functions that just make multiplayer unnecessarily more complicated. The reasons you have for wanting this portal thing can already be accomplished on servers, assuming you have a small enough community that is willing to divide up the labor needed for survival. This community could even be a smaller sub group of a much larger server. It's just all down to the players' willingness to work together.
Rollback Post to RevisionRollBack
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
By flagging I meant, the player indicates which buildings would be be NPC (I.E. the player makes a bunch of buildings and designates where the NPC's will go and which will not be NPC).
The point is, the player has control over how the building gets used. If other players build in your "town" or you do yourself, NPC's wont show up to inhabit the building and allows the player to designate how that building gets used within the context of the idea, I.E. black smith, residence, farmer, etc.
I'm not big on micro-management and like the open endedness of Minecraft, but I'd like to see a little interaction. I thought the idea would allow a player to generate a little town (or huge as the case may be), have some basic interaction, maybe quests and such without having to worry about the day to day affairs, such as feeding them, etc
Laughing_Man's suggestion is good too, building something that unlocks other buildings. Perhaps have a few unique items required during the building process to "unlock" it.
The point of my idea was to leave the openess of the game. If you want to do quests and interact with NPC's the player could choose to do so by building and designating the purpose of the building. If you don't want to do all that, don't build those things. I don't really want to see elaborate quests, but wouldn't mind little ones. I didn't elaborate on the quest idea since it has been extensively covered in other threads I looked at.
The portal idea was aimed at folks like myself that don't belong to communities, play casually, and/or want to do thier own thing on their own map, but would still like to interact once in a while with other players and/or make stuff for other people to use. Just a random thought I had and tossed it out there and my heart won't be broken to never see it, lol.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I was thinking it would be cool if we could "flag" a building as and NPC buliding. Once flagged, we could assign that building a purpose. I was also thinking a tier system could be employed as well based on a geographical region.
Tier one would be residences. Once a certain number of home is reached within say, 30 blocks of each other, that will open tier two.
Tier two - craftsmen. Blacksmith, farmer, carpenter, mason, etc. Names are pretty self explanatory. Once enough tier two buildings are reached, tier three opens - say three tier 2 buildings.
Tier three - specialty craftsmen, alchemists, enchanters. As before, once enough tier three is reached, tier 4 opens. They mayor's house.
Once flagged, you can buy/sell (barter) with each tier's inhabitants. Also, this leads into my though on quests. Tier 2-4 would offer quests every so often. Nothing fancy. So the black smith might need say 5 iron or the carpenter 10 blocks of wood, etc. Once completed you get a little bit of xp and an item or two of use (red stone, gold, gems, etc).
Each tier building offers better rewards and more difficult quests. Again, nothing fancy, just harder to do - like blaze rods for the alchemist, or kill 10 creepers w/in 2 days for the mayor, etc.
As a side note, titles could be added for your toon. Like, knight for tier 2, lord for tier 3, king or tier four.
This all leads to my final idea. A player crafter portal that allows us to connect with other players seeds. So, for example I build a portal and get a list of other "open" portals available. I send a request to the owner of the other portal. If accepted I can travel to his seed and him to mine (like going to the Nether - except a seed). I realize this leads to host of problems, griefing being a prime one. But I think it would be awesome if we can flag our portal as "friendly" meaning, they can change our seed, but pop by for a visit. Or hostile, allowing for invasions, griefining, cross-see combat, etc.
My thought for this was to allow trade. I could specialize in say farming and crafting. While someone else does all the mining. We then can trade with each other, my food/goods for his raw materials, and so forth.
Maybe a little "pie in the sky" but thought I'd toss them out there.
I like a lot of the other ideas I read (mounts, furniture, rugs, skills, etc) and will post my support on those threads. Just thought I'd kick my first post off with a bang.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
I also don't mind the idea of villages growing however I would prefer for this to work in a more Milinaire mod sort of way, not exactly like that but similar. But the way you describe isn't bad. But I would suggest that instead of having a certain number of buildings made why not have it so that certain buildings un-lock certain features which help the village grow. For instance, If the village has a black smith, and a steady supply of items like iron, from the player or a mine like structure, and wood like wise from the player or a NPC source then they can produce better equipment for the farmers, miners, lumberjacks, etc. Or if the village is producing a big enough surplus of food then the population will increase faster, and if extra villagers exist, along with a surplus of iron in the village they will be made into soldiers to defend the village against hostil mobs and such. This would basically allow the villages to grow mostly on their own but also allow the player to influence the way the village grows by regulating the amount of resources available to the village through an updated trading system.
I don't like the quests. I'm not absolutely opposed to quests in minecraft but they would have to be done right, which would be extremely difficult. These quests are basically fetch quests or 'kill X amount of X creature..." quests, which most people don't really want to do.
As for the Portals idea. I don't like this at all. It adds functions that just make multiplayer unnecessarily more complicated. The reasons you have for wanting this portal thing can already be accomplished on servers, assuming you have a small enough community that is willing to divide up the labor needed for survival. This community could even be a smaller sub group of a much larger server. It's just all down to the players' willingness to work together.