Now this is just going overboard. Though I appreciate the suggestions, I don't think expansion should be included for a few reasons:
[*:38plvlvn]It's overpowered, especially being able to move a goblin and designate a new village. Having a goblin village wherever you want wouldn't be challenging. I mean, think about it, what would Minecraft be like if you could just move a cave filled with resources over near your base? You really could just build another base near the goblin village.
[*:38plvlvn]It's overly complicated. Non-player-created changing of the environment, especially to create civilization, could be difficult to implement. It would be more of a problem to determine natural or player-made blocks, since the village could be built over your structures.
[*:38plvlvn]It's bad for the player. Goblins collecting materials for their village could easily remove all the trees in a wide radius of the village within the matter of days. Plus, the village itself would expand over more land as it developed, blocking off more of the land for you. Also, the expansion of the village could take a big hit of the processing power and create lag.
[*:38plvlvn]It just isn't in the Minecraft spirit. The game is meant to be about fending for yourself most of the time. The goblin villages are a means of easier mining and and gathering in a designated area, not a means of making everything easier. If you have access to a village, good for you, but it's not an instant solution to your problems.
And to answer whoever asked about goblin interaction: I think it would work better if the code was set to only generate villages a certain distance from each other, and again only with a slight random chance. If you managed to bring a goblin over to another village, it would make sense realistically for the village to attack the other goblin, but it would also work if they just did nothing. The goblin you brought hasn't done anything wrong, after all.
Allright, so now i get what your saying. Something like this?
= grass
= path
= building part
= fountain
= mercenaries
= tradehouse
= forge
Pretty much. I was considering having hire-able goblins just be walking around the town, with random weapons, and they'd change around during spawn times. Though it might be interesting if you could hire a goblin with a specific toolset, I'd prefer just trusting luck and seeing if a good goblin is avaliable that day. You could put your own tools and armor on goblins anyway; this would just be an alternate method.
This sounds great except for the part about stealing. Don't let it be like Oblivion where everyone was psychic. Only if they see you, then they attack.
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True Minecrafters have been playing since before Beta.
This sounds great except for the part about stealing. Don't let it be like Oblivion where everyone was psychic. Only if they see you, then they attack.
That would really just complicate the AI. Plus, the village is so small that the goblins are bound to see you anyway. It's either steal from them and lose their trust, or hire them to help.
[*:38plvlvn]It's overpowered, especially being able to move a goblin and designate a new village. Having a goblin village wherever you want wouldn't be challenging. I mean, think about it, what would Minecraft be like if you could just move a cave filled with resources over near your base? You really could just build another base near the goblin village.
[*:38plvlvn]It's overly complicated. Non-player-created changing of the environment, especially to create civilization, could be difficult to implement. It would be more of a problem to determine natural or player-made blocks, since the village could be built over your structures.
[*:38plvlvn]It's bad for the player. Goblins collecting materials for their village could easily remove all the trees in a wide radius of the village within the matter of days. Plus, the village itself would expand over more land as it developed, blocking off more of the land for you. Also, the expansion of the village could take a big hit of the processing power and create lag.
[*:38plvlvn]It just isn't in the Minecraft spirit. The game is meant to be about fending for yourself most of the time. The goblin villages are a means of easier mining and and gathering in a designated area, not a means of making everything easier. If you have access to a village, good for you, but it's not an instant solution to your problems.
And to answer whoever asked about goblin interaction: I think it would work better if the code was set to only generate villages a certain distance from each other, and again only with a slight random chance. If you managed to bring a goblin over to another village, it would make sense realistically for the village to attack the other goblin, but it would also work if they just did nothing. The goblin you brought hasn't done anything wrong, after all.
Taming Spiders!
My Suggestions on Goblin Villages
Pretty much. I was considering having hire-able goblins just be walking around the town, with random weapons, and they'd change around during spawn times. Though it might be interesting if you could hire a goblin with a specific toolset, I'd prefer just trusting luck and seeing if a good goblin is avaliable that day. You could put your own tools and armor on goblins anyway; this would just be an alternate method.
Taming Spiders!
My Suggestions on Goblin Villages
http://www.minecraftforum.net/viewtopic.php?f=3&t=206326
That would really just complicate the AI. Plus, the village is so small that the goblins are bound to see you anyway. It's either steal from them and lose their trust, or hire them to help.
Taming Spiders!
My Suggestions on Goblin Villages