Villagers have little AI done to them. This suggestion does NOT add villagers attacking mobs, or any of that. It is hard enough to keep villages safe when there are zombies, but villagers can fall into ravines or caves and kill themselves. And it also looks strange when they are on fire and they walk like that is perfectly normal.
Villagers can now sprint just like their children. They will not sprint from zombies, but from the following.
- They will sprint from primed tnt and ticking creepers if within damage radius. They will also run from any kind of explosion if they are within twenty blocks.
-They will also run around in circles if they are on fire.
Villagers will stay out your way, and shrink back even farther if you are holding a weapon.
Villagers will stay on the gravel road or the houses.
When there is danger, villagers will stay near iron golems.
Villagers will stay away from fire, long falls, and other enviromental hazards.
I liked most of theses ideas, especially the "villagers stay near iron Golems" one! seems really fitting for them, but i didn't liuke them shrinking when you hold a weapon.
I liked most of theses ideas, especially the "villagers stay near iron Golems" one! seems really fitting for them, but i didn't liuke them shrinking when you hold a weapon.
PARTIAL SUPPORT 9/10
By shrinking I mean like walking back a few steps to show fear of you.
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Before you judge a man,walk a mile in his shoes; after that who cares? He's a mile away and you've got his shoes!
i say they should know if there's a zombie(s) outside, if if there's a zombie within 10(?) blocks and they're in a valid house, they won't open doors, thus lowering the amount of NPC deaths by suicide.
Full support, I thought it was going to be *another* one of those suggestions, but it turns out that this is a good idea. However, since 1.6 I have been seeing adult villagers sprint. Support.
Villagers have little AI done to them. This suggestion does NOT add villagers attacking mobs, or any of that. It is hard enough to keep villages safe when there are zombies, but villagers can fall into ravines or caves and kill themselves. And it also looks strange when they are on fire and they walk like that is perfectly normal.
Villagers can now sprint just like their children. They will not sprint from zombies, but from the following.
- They will sprint from primed tnt and ticking creepers if within damage radius. They will also run from any kind of explosion if they are within twenty blocks.
-They will also run around in circles if they are on fires. Instead of running, they should try to jump into a farm water source, perhaps a 15-block range, or any water source, and return to their village. If they're too far from a water source, they'll run around.
Villagers will stay out your way, and shrink back even farther if you are holding a weapon. How about just the weapons? It'll be annoying to try to confront one for trading and they just back into a corner. Or, perhaps, they'll approach you when you hold emeralds?
Villagers will stay on the gravel road or the houses. They should also systematically move up and down their farms, as if they're planting or weeding their crops.
When there is danger, villagers will stay near iron golems. If three villagers occupy one house, that house will be considered "Occupied". If all other houses are occupied, which is unlikely, or if a villager is too far from any house, perhaps a 30-block range, which is also unlikely, then it will huddle near the Iron Golem. How 'bout that?
Villagers will stay away from fire, long falls, and other enviromental hazards. Every mob should do this, not just villagers.
Open to suggestions.
Zombies should also get an AI update when attacking villages... would it be considered a wishlist if you did that?
Yes yes yes! I'm tired of stupid villagers! It's annoying how they always light themselves on fire, and fall into my above-ground spider dungeon, or how I'M the one doing the work on the crops.
Full support. The need all the intelligence they can get.
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My avatar-Madison Gotha. She knows various weapons, she's a mage/sage, and is somewhat immortal. Madison has the capability of taming and communicating monsters, a genetic trait passed down by her father. 26 physically, 1400-something mentally, and a Lofty Peakian/Zenithian mix. Doesn't really like being called an elf and hates being called human..
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Yeah, sometimes villagers are dumb, and they need you, to make them smarter! Good villager AI nerfs.
But I have now a new idea - what if zombies break doors in Hard, and villagers may call for iron golems?
I really like your idea on how they wont open doors when zombies are near because I remember I was hiding in a village house with a couple villagers when like 3 zombies were outside, villager opened the door and there goes the end of my hardcore world. Full support!
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Perhaps, instead of just crowding around the iron golem, a fearful squidwardian would try to interpose the golem between it and what ever threat is nearest (and close enough to scare the villager) if it can do so without running towards the threat. This will let the golem do it's job better and also leads to funny situations when there are threats from multiple directions "Zombie over there! Run!Wait, zombie also over here! Turn around! But there is still the first zombie! Run circles in panic AAAAAAAAAAAAAAAAaaaaahhh..."
Also, clever placement of zombies in minecarts under a stage could be used to make a villager dance routine
Especially the part about the villagers not opening doors if there is a zombie outside. Seriously, guys, there's a walking dead thing out there that wants to eat you, why are you opening your freaking door? The code can tell if we're too close to mobs to sleep -- "You may not rest now. There are monsters nearby." It should do the same for villagers: if they're going from "inside" to "outside" as the game defines it -- as used in counting valid doors for breeding -- it should check for the proximity of mobs, and abort the "open door and go outside" routine if there are, y'know, monsters present. I know villagers are dumb, but walking out into a horde of zombies is so dumb, it makes earthworms look brilliant -- at least they're smart enough to squirm away when the early bird shows up!
As far as the approach/move away/etc. part, villagers that are friendly to you should be delighted that you're brandishing a weapon -- you're there to kill the zombies they're too stupid not to walk in front of! I'm thinking, though, that maybe they should pretty much ignore you most of the time (villagers being, as noted, dumber than a sack of hammers) but if you're holding emeralds, they should approach you.
Now, if we want to make this really sophisticated, how about if villagers (maybe those within a certain radius) approach you if you're holding whatever it is that they want to trade? Let's say there's a villager who wants to trade your wheat for his emeralds -- if you've got wheat in your hand, he'll walk up to you, but not if you're holding paper.
By the way, with regard to them paying emeralds for wheat you harvest from their own fields: I figure the villagers are just slackers, and they're hiring Steve to go harvest their crops for them.
Also, yeah, not walking off things that are going to kill them would be good. Also not getting stuck in their own wells. Jumping into water when they're on fire would be a nice touch, but I'd settle for them just not committing suicide on a regular basis. See above regarding the relative IQ of earthworms and MC villagers.
I like all of these improvements. I also think villagers are in desperate need of the ability to fight back. No, I don't want sword and bow toting warriors for Testificates.
If villagers are attacked and cornered, they should kick at their attacker for a half-heart of damage and then attempt to run away. They could also surround and kick at zombies or skeletons if they outnumber them four to one or greater and couldn't escape, though villagers wouldn't attack if their health was below 70%. This way, they would still generally need the player to defend them against large groups of mobs, but a single zombie couldn't wipe out an entire village.
As for avoiding players holding weapons, I think they should only do so if the player has a low reputation with them or several others in their village. If the player has a very low reputation with them or several others in their village, they would consider the player hostile, running away from them and kicking them if cornered.
I like Ankyth's suggestion for villagers to approach players holding emeralds, or items they'll trade for. However, I think the player's local reputation should also be taken into account. After all, you probably wouldn't approach a guy who just murdered your neighbor, regardless of how much money he offers you.
Actually, now that I think about it, I wouldn't mind being able to arm villagers (preferably limited to wooden swords and leather caps- no diamond gear toting armies for you) so villagers could have secondary guards to aid the golems. They would behave the same way, and would avoid mobs, but they would fight more aggressively when cornered, dealing 1.5 hearts of damage, and would try to help others who were being attacked.
Villagers can now sprint just like their children. They will not sprint from zombies, but from the following.
- They will sprint from primed tnt and ticking creepers if within damage radius. They will also run from any kind of explosion if they are within twenty blocks.
-They will also run around in circles if they are on fire.
Villagers will stay out your way, and shrink back even farther if you are holding a weapon.
Villagers will stay on the gravel road or the houses.
When there is danger, villagers will stay near iron golems.
Villagers will stay away from fire, long falls, and other enviromental hazards.
Open to suggestions.
PARTIAL SUPPORT 9/10
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Zombies should also get an AI update when attacking villages... would it be considered a wishlist if you did that?
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Full support. The need all the intelligence they can get.
But I have now a new idea - what if zombies break doors in Hard, and villagers may call for iron golems?
No, because they are about improving the mechanics of a zombie attack on the village.
Anyway, I support!
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Also, clever placement of zombies in minecarts under a stage could be used to make a villager dance routine
i don't know how they would code that though.Especially the part about the villagers not opening doors if there is a zombie outside. Seriously, guys, there's a walking dead thing out there that wants to eat you, why are you opening your freaking door? The code can tell if we're too close to mobs to sleep -- "You may not rest now. There are monsters nearby." It should do the same for villagers: if they're going from "inside" to "outside" as the game defines it -- as used in counting valid doors for breeding -- it should check for the proximity of mobs, and abort the "open door and go outside" routine if there are, y'know, monsters present. I know villagers are dumb, but walking out into a horde of zombies is so dumb, it makes earthworms look brilliant -- at least they're smart enough to squirm away when the early bird shows up!
As far as the approach/move away/etc. part, villagers that are friendly to you should be delighted that you're brandishing a weapon -- you're there to kill the zombies they're too stupid not to walk in front of! I'm thinking, though, that maybe they should pretty much ignore you most of the time (villagers being, as noted, dumber than a sack of hammers) but if you're holding emeralds, they should approach you.
Now, if we want to make this really sophisticated, how about if villagers (maybe those within a certain radius) approach you if you're holding whatever it is that they want to trade? Let's say there's a villager who wants to trade your wheat for his emeralds -- if you've got wheat in your hand, he'll walk up to you, but not if you're holding paper.
By the way, with regard to them paying emeralds for wheat you harvest from their own fields: I figure the villagers are just slackers, and they're hiring Steve to go harvest their crops for them.
Also, yeah, not walking off things that are going to kill them would be good. Also not getting stuck in their own wells. Jumping into water when they're on fire would be a nice touch, but I'd settle for them just not committing suicide on a regular basis. See above regarding the relative IQ of earthworms and MC villagers.
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If villagers are attacked and cornered, they should kick at their attacker for a half-heart of damage and then attempt to run away. They could also surround and kick at zombies or skeletons if they outnumber them four to one or greater and couldn't escape, though villagers wouldn't attack if their health was below 70%. This way, they would still generally need the player to defend them against large groups of mobs, but a single zombie couldn't wipe out an entire village.
As for avoiding players holding weapons, I think they should only do so if the player has a low reputation with them or several others in their village. If the player has a very low reputation with them or several others in their village, they would consider the player hostile, running away from them and kicking them if cornered.
I like Ankyth's suggestion for villagers to approach players holding emeralds, or items they'll trade for. However, I think the player's local reputation should also be taken into account. After all, you probably wouldn't approach a guy who just murdered your neighbor, regardless of how much money he offers you.
Actually, now that I think about it, I wouldn't mind being able to arm villagers (preferably limited to wooden swords and leather caps- no diamond gear toting armies for you) so villagers could have secondary guards to aid the golems. They would behave the same way, and would avoid mobs, but they would fight more aggressively when cornered, dealing 1.5 hearts of damage, and would try to help others who were being attacked.