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  1. Hey everyone! My Name is Haku ,i'm 23 years old and i'm from Switzerland. I invested a lot of my lifetime in sandboxgames also in survivalgames. First before i get to the point, i want to say "wow Vintagestory is a great game for what it offers so far". I think personally the best are mechanics such as pottery and smithing. Please keep in mind: "this post comes just from a person that would see this game in future" Farming Farming like searching for seeds to plant them, watering and defending from the rough wildlife is a nice idea and the mechanics behind them is good. One thing that it needs is (in my sight) a mechanic that allows you to get seeds from mature crops and i dont wanna talk about the 5% chance for a extra seed (its really hard). Vintagestory already have a depth and i would like see a mechanic that is more complexe to get seeds. example: Flax could be harvested and seeds by thresing them whit an flail and drying in sunlight. bulbs to prick out whit tools Automation / advance crafting Automation in a way is very important. i'm not talking about robots just like simple things: Pottery table, waterwheel, automated saw for sawmils, spinning wheel, loom ,bellows all this kind of stuff should be implemented. Discuss, comment, would see what you think. //cheers Haku
  2. Okay, let me begin by saying that the following is going to be an equal mix of half-baked ideas and overly developed concepts. This is intended to be a kind of throwing out of ideas for the future. Additionally, this is being designed three types of adventures: a Jack of all Trades Explorer, a Specialized Worker, and a Mage. Additionally, I'm looking at the different play styles as a sort of easy, normal, and hardcore mode. Also, I plan to post more of these crackpot idea pots; if you would prefer I didn't just say so. And now that the disclaimer that used additionally twice is over... villages. I was scanning over the list of old Minecraft mods and stumbled across the Millenaire Mod. An awesome little mod which added randomly spawned villages which would slowly expand on their own and could be helped by the player to make them grow faster and possibly further than they would be able to on their own. Because giving credit for ideas where credit was due. Main Minecraft problem: Villages are static boring places where a player can do nothing but trade a very rare resource for items which can be easily obtained other ways, and get some cheap food. Solution? Make them work for it! Also warning: a lot of text lies below. Special items only available from villagers. Finding a village. Once a village has been found. Growing the village. Village tiers and expansion. Player control over a village. Village playstyles You may have noticed that I was using a lot of concepts from a Tolenisitic High Fantasy setting. This is because based on the information available about the game, that is its setting. You may also have noticed that I omitted a few things like buildings are exact racial village abilities, that is because the post was intended to be more of a food for thought- think about this and maybe add it into the game in the future... I think it would be cool- than a please do X, Y, and Z. Anyways... I tried to categorize things a bit so that they would be easier to respond to. Not sure how well I succeded... Thank you for taking a look at my long drawn out rambly suggestion! P.S. you have a weird thing in you WYSIWYG editor where it will sometimes remove the paragraph you just typed when you press enter. Not sure what that is about.
  3. Okay, let me begin the same way I did last time, by saying that the following is going to be an equal mix of half-baked ideas and overly developed concepts. This is intended to be a kind of throwing out of ideas, not really a request but more of a food for thought of something I personally think would be cool. Additionally, this is being designed for three types of adventures: a Jack of all Trades Explorer, a Specialized Worker, and a Mage. Additionally, I'm looking at the different play styles as a sort of easy, normal, and hardcore mode. The backstory: I have been playing a Modpack a few friends and I threw together, it has some pretty cool features and some features that could be a little more fleshed out (looking at Slice of Life). Main Minecraft problem: It came out six years ago, its player base is growing up and at least some of them are looking for a harder version of their favorite game (the reason why packs like Attack of the B-team exist). Solution? Let's Dark Souls this! Warning: a lot of text lies below. Hardcore Health Hardcore Food Hardcore Movement Thirst and Sleep You can see that I have been getting tired. The boxes are getting shorter and less explanatory as time goes by. That or the ideas are just getting simpler... Anyways as all of my ideas, they are just food for thought suggestions that I personally think would be interesting additions. Maybe only for the harder difficulties. Thank you for reading a list of more of my crazy ideas!
  4. Hello everybody! Chris again with some ideas about what could be fun or just possible to add to this game. All of that is just putting some thoughts together and writing them down, so pls do not feel like this has to be done or something :-) -Villages and npcs I have already seen some posts about villagers and thought about how they could be interesting and fit into a rpg like world, where grinding for resources is an improtant element of the game. A variation to different normal deals are "quest" like deals. Let's say the game has certain mobs as standard. Every player will encounter them at some point. Some are spawning in all areas, others only in certain. Now completely independent of where the village is, wouldn't it be nice for them to request all kinds of things as a trade for other things. I'm thinking of a dialogue-like overlay. Where the deals or "quests", a villager has is randomly generated from a pool of possible trades and then saved until that deal has been done or maybe even permantently. What i understand as a quest is a little story of why this certain villager needs that exact item. Let's say you walk into a village and "speak" with one of the villagers. His dialogue will say something like: "We were attacked by monsters (any possible mob in the game) and they have killed one of us. We want revenge! But we are'nt fighters and too scared. Could you kill some of them and bring us their ... (whatever the dead mob drops) I will give you ... ( A number of a certain item. ) for it. So you go ahead and just find some of those mobs and bring back their drops to trade with the villager. This is of course just one very basic idea how a "quest" could look like. It could be everything! From mob-drops to food or even weapons or tools they need. It will create a more rpg like feeling in the overall game. Of course normal deals should also be there. Maybe there could be different kinds of villager. One kind trades with you, another sends you on "quests" and maybe other can teach you something. I don't know exactly how the player progression will work exactly, but let's say you have different skills and in a village can be one "teacher". You talk to him and you have an option to level up a certain skill or maybe trade that level up for something of greater value. After that you cannot get another skillpoint from the teacher. Maybe there will be a standard dialogue with him, where he states that you have already learned all he can teach you. There are so many ways of how this could be done and dialouge is certainly not one of the hardest. I am not even talking about a wall of text there. Just 1-4 sentences about what's going on. -Mobs This is not really something anyone else can influence but those who design and develope the game but as i said at the beginning this is just a post with some strange ideas. Of course there will be "standard" mobs. Monsters and maybe non hostile animals you will encounter in your everyday gameplay. But i think there are so many options to that. As i have seen there will be a time where generated structures is already part of this game. Ruins can include so many forms of different monsters. These areas could have a Minecraft like spawning system like spawnblocks. Or maybe have a diferent way of spawning certain mobs only in this area. From ghosts to special versions of undead creatures. So many things are possible. Crocodiles or reptile like creatures in swamps and rivers located in deserts. Scary monsters in "temples" of maybe even angel like creatures on generated floating islands in the sky. Of course all of this is depending on which way the game will go. In a more realistic world that would be little bit stupid. I always see these kind of blockgames placed in a fantasy enviroment. But of course what can or will be added is up to the team. I just hope the variation will be a little bit bigger than in MC. -Boss battle Now let's have a talk about boss battles. Of course again depending what this game will be in the later developement is setting the foundation on which kinds of mobs and possibly bosses can be found in the players world. I just set it as condition that it is a fantasy world. I read the story page on this site and just the fact it mentions "a god" makes me feel excited about the possibilities this game has. There can be boss battles in normal dungeons and maybe in normal generated structures like ruins and temples but i think there could be ways to involve the story of the game a little bit more. As the player progresses he or she will get stronger and better equipped. Making it possible to face even stronger enemies. Just imagine the thought of a world where gods make you face danger and death at every moment bring fear to whoever tries to just coexists. Now the player finds out there is a way to strike back! As i have seen the possible feature "infinite dimensions" I intantly thought, this is it! Maybe there could be a bunch of certain structures on the map, every player has access to. I imagine floating islands and temples like in " the aether" mod But of course this is an extreme and very fantasy based possibility. Other option would be castles, huge temples, gigantic ruins. Just bigger and more impressive landmarks. This is where you have to face not only special enemies and stronger mobs. But most importantly something i call a "guardian". Fighting the "guardian" alone will be a boss battle itself but what i want to achieve is making it a bigger challenge to get to a "god" or "godlike" creature. Making it possible to kill these guardians, then create a portal to another dimension. A dungeon itself where you have to fight yet again, against special mobs just to fight you through to the final boss of the dimension. Similar to the enderdragon. Every "godlike" creature will drop something of extreme value. It could be just an immense amount of valuable standard items or maybe even something unique. Something worth fighting through all of this and even prepare for it to begin with, by playing the game. What makes me want to have something like this in the game is the fact, that i think a normal sandbox-survival game like this doesn't have enough goals to achieve. Even I, and i have to say that i was one patient guy back then, got bored by just surival and farming. Building your home, mining more and more ores and enchanting your best equip. But what for? Even the enderdragon is either boring as hell or even if you have defeated that thing, it doesn't feel like something too awesome. You just came back to your normal world and that's it. Wow. -Books Another way of including the story with less "fantasy elements" is just with books. Not only are books you can write or read yourself good, but also maybe books, where are already things written down. Books where the story and lore of the game is captured again. Like in some RPG's i played. Most players just see them as trash and they may do so, but i collected tons of books. Each of any book. Just to have and read them whenever i wanted. Maybe they can be rare items found in generated chests randomly or maybe they can be found in villages in a certain building or by trading with a certain villager. If you want to collect them, do it! If not, just ignore them. I think books can make the story of a game get far more involved. Not only having a page on your website where you can read the story, but always have access to the story and surround yourself within the game changes the ambient for some players. The most will ignore them anyways but i think the fact they exist will influence the players passively. -Another villager idea I have written down some ideas concerning villagers. I'd like to add an idea which can be great for both the realistic survival way and the fantasy rpg way. Hire villagers to work and fight for you. It might be a hard thing to do but this is just a list of crazy ideas by a guy who has no idea how to put them to work. But if villagers could be hired to do things for you it would make life a lot easier. Of course the price has to be very high to balance it, but if you need a guardian to protect yourself or maybe just your home. Set up a villager you have hired. If you need someone to mine stuff for you. Hire a villager and give him a direction and tools to dig a tunnel. Set up a chest and maybe it can be somehow "marked" so the villager knows that he has to put the stuff he mined in that chest. It is less of rpg or fantasy or realism functions but a practical. Well as i said, just an idea. Of course you could limit it to a maximum of 5 villagers or maybe even less or more, but i think it could add a lot potential to interest players who are just plain lazy. Let's face it. Many people today could'nt last a few days playing survival mode without getting bored. If you are the kind of guy who likes realism and hard gameplay, just dont hire them. After all they shouldn't be OP or something. Just like a weaker player who does things for you. Also wouldn't it look nice to build a bigger homebase maybe even a settlement and set up your own ppl inside? I'd love that. Well that's it for now! I apologize for my bad english and mistakes i may have made. Also thank you for reading this! Greetings from Germany Chris
  5. I discovered your MC mod a few days ago and along with it a better version of Minecraft written in C, with planned RPG mechanics and a development team that actually responds to its community. Sign me up! However, I do have one concern about the way you are setting the game up with playstyles and what is planned to go into each of them: what if I want features from multiple different playstyles? Harder farming mechanics and jetpacks for example. With the playstyles system, something like that doesn't seem possible. I also remember reading that the reason this was being implemented was to keep options simple. Therefore, I would propose implementing playsets as a kind of preset and setting up a system where features could be enabled and disabled through a JSON file. This would also provide a starting point for community made mods to have disableable feature sets.
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