- AlexanderValkyrie
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Member for 11 years, 10 months, and 26 days
Last active Thu, Mar, 17 2016 09:52:36
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Jul 19, 2012AlexanderValkyrie posted a message on Minecraft Companion App for iPad; XBLA Special OfferIt has a lot of false information and what its actually right about is much more easily accessable via the computer.Posted in: News
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Jun 23, 2012AlexanderValkyrie posted a message on 12w25a Snapshot Ready for TestingPosted in: News
There are no rubies. Follow the updates closely and you'll see that emeralds have been added recently but there are no rubies in Minecraft.------------------------------------------
I hope snapshot b comes out soon because after seeing all these comments about lag and bugs I'm not willing to risk it.
It will be released as 1.3 and I doubt even Notch knows exactly when because there is no guarentee that the snapshot updates will be perfect. -
Jun 2, 2012AlexanderValkyrie posted a message on Snapshot 12w22a Ready For Testing!I'm having trouble playing the new snapshot. My laptop cannot connect to the internet to download it but I can download the file to a flash drive. Only problem is when I delete the old jar file and drag the new one over it shows the "updating" screen when I click Minecraft and click play offline. The green bar is close to fully loaded but never moves.Posted in: News
Please tell me how I can fix this so I can play Minecraft in my spare time. -
Jun 2, 2012AlexanderValkyrie posted a message on Snapshot 12w22a Ready For Testing!I need help playing this version of Minecraft! Right now my laptop has no internet to connect to and the best I can do is download the snapshot file to a flash drive and drag it over on my laptop. (I know I won't be able to get the full Minecraft update without an internet connection). Every time I drag the jar file over and start Minecraft it only shows the updating screen with the green bar almost loaded, and it never moves. If you could help me that would be great because I really would like to test out this snapshot.Posted in: News
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But blocking with a sword is only useless because of how very little space they can actually protect.
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Yea that was the general reasoning that made me start the original idea. And thanks for your support.
I won't repeat that mistake again.
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Thank you. Your feedback is much appreciated.
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Thanks for your honesty and your support. And you're right.
I openly accept the rebuke. It won't happen again.
And no worries, I will flesh out this idea as time goes on.
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My old thread was highly imbalanced and was only composed of what I wanted. I didn't try hard enough to put down what would be best for Minecraft. I recently had my old thread locked because out of my frustration and desperation I "bumped it" and recieved an infraction. At first I just wanted to rage quit and give up on it. But then I thought, what if I made it better?
Why make a new thread? Why not edit the old one?
It would be unfair for me to make such drastic changes to my idea and then keep all the feedback it had earned me. It would be almost like starting a brand new idea that was already "hot". So for fairness sake I have decided to start over. If it belongs in Minecraft than I have confidence in the fact that it will make it there. If not then I will have learned through feedback from forum users how this doesn't fit and hopefully I will have a better view of Minecraft.
EARN A GOOD OR EVIL REPUTATION WITH VILLAGERS
I believe that for the sake of more useful NPC's and more intricate, complex, and interactive trading that having a reputation with each individual village would be game changing in a positive way. I really appreciate you taking your time to view my opinion.
Good actions
-Keeping wheat farms full of crops; you are allowed to harvest them but you must replant the seeds to add good reputation. You gain one good reputation level for every thirty (fully grown) wheat crops you harvest and replant (only inside village boundaries).
-Building new buildings; by adding homes for new villagers you will gain four good reputation levels. The home can be of any shape, size and material but it MUST meet villager spawning/living conditions to count.
-Killing a zombie will have a fifty percent chance of giving you one good reputation level.
-Killing any other monster within village boundaries will have a three percent chance of giving you one good reputation level.
-Completeing one trade offer has a ten percent chance of giving you one good reputation level.
-Putting out a fire (one space or block of fire) has a thirty percent chance of giving you one good reputation level.
-Building an Iron Golem gives you three good reputation levels (because Iron Golems are costly to make). NOTE: You yourself must build the golem (inside village boundaries); naturally spawned golems according to villager population will not add to your reputation.
-Planting flowers in the village has a five percent chance of giving you one good reputation level. Flowers spawned in through the use of bonemeal count as well.
-If you spend an entire day or night cycle in a village the villagers will "appreciate" the time you spend working there and you will recieve one good reputation level.
-Breeding any type of farm animal/cat/wolf will give you one good reputation level.
-Using enchanted weapons to "protect villages" (just slaying any tresspassing monsters) will increase your chance of getting a good reputation level for every kill. This is to imply that villagers have more respect for your control over magical weaopns.
-Every full stack of items that you smelt in a furnace (it must be a full stack of anything that can be smelted) will earn you one good reputation level.
-Using bonemeal on a sapling (any type of sapling) in the village boundaries will have a fifty percent chance of earning you one good reputation level. (The villagers "appreciate" the shade).
-Starting a watermelon farm in a village (there must be at least four watermelon vines planted) will earn you one good reputation level. You will NOT gain any more levels for more watermelons.
-Starting a pumpkin farm in a village (there must be at least four pumpkin vines planted) will earn you one good reputation level. You will NOT gain any more levels for more pumpkins.
-Building a Nether portal in a village will earn you two good reputation levels. This is because villagers will have a newfound respect for you when they "see you are smart enough to travel to other worlds".
Pros and Cons of being good
-Pro = Villagers will offer you (in general) better trades but not by a huge difference. Maybe a difference of one to three emeralds.
-Pro = You gain slightly more experience (in general) in the boundaries of a village you have a high (above level fifty good) reputation to imply the villagers "teaching" you their methods and sharing their personal experiences with you.
-Pro = Farmable plants will grow between thirty to fifty percent faster.
-Con = To obtain a high good reputation you need to work alot in the village.
-Con = Your high reputation only helps you in the village boundaries. Any where else it does nothing for you.
-Con = Monsters will have a slightly higher rate of spawning in or near your village where you have a higher good reputation. This is to imply that monsters seek to destroy your purity or goodness.
Bad actions
-If farmland is left empty (unplanted) for longer than five minutes you gain one bad reputation level. This counts for all farmland in general. You will not gain any more than one bad reputation level from one harvesting and being too lazy to plant. Even if you leave one thousand farm land blocks empty you will only gain one bad reputation level. (Also, if you remove any farm you have built or that was generated with the village you will gain one bad reputation level.)
-Taking from the blacksmiths chest will add two bad reputation levels.
-Griefing any blocks that are part of a villagers house or a village building (including the torches on the posts) will have a five percent chance of gaining a bad reputation level (per block broken down/griefed).
-Lighting tnt in a village will add five bad reputation levels.
-Hitting a villager or an iron golem (you do not have to kill them, just one hit will give bad reputation) will add one bad reputation level (but only a maximum of two bad reputation levels per golem or villager. Hitting a villager with your fists till it dies will not give you a ton of bad reputation levels.)
-Starting a fire in a vilage will add three bad reputation levels.
-Planting cactus inside the village boundaries will add one bad reputation level per cactus (height doesn't matter. It is counted per cactus blocks resting on sand inside your village boundary).
Pros and cons of being bad
-Pro = Monsters will have a slightly less chance of spawning in villages (out of respect they tend to spawn less around you. But ONLY when you are within village boundaries of the village you are evil in.)
-Pro = The blacksmiths chest refills with items occasionally and you may take those items. NOTE: this will not be overpowered. The Chest will only have a chance of refilling every fifteen day or night cycles.
-Pro = Killing villagers will cause them to occasionally drop one to two emeralds. This is to imply that villagers still try to carry on their economy even under your tyrrany. Unfortuneately the emeralds will not help you in that village unless you change your reputation.
-Con = Trades in general will become worse and more expensive for you.
-Con = After level seventy five bad reputation Iron Golems attack you on sight. Even if you haven't struck a villager for several game days.
-Con = Any bad reputation above level seventy five will cause villagers to run away from you, therefor you will be unable to trade and you will either have to earn a good reputation or you will have to travel to a new village to trade.
-Con = The monsters that still do spawn inside village boundaries (after the lowered chances of spawning) will occasionally have a twenty percent increase to all their stats. This is to imply that stronger monsters will seek you out to challenge your "rule" over the village.
Measuring your level and how it works
You can measure your level by opening up the trading GUI. There will be a positive or negative number in one corner. The negative is for evil reputation. The positive is for good reputation.
Also for good reputation above level fifty villagers will have a small heart particle effect when they make eye contact with you. For bad reputation above level fifty villagers will have a small smoky particle effect when they make eye contact with you. Above level seventy-five bad reputation will cause villagers to run away from you altogether.
Gaining one evil reputation level is the same as losing one good reputation level. And vice versa.
Other unorganized details:
Reputation is per village. So you can be a hero in one village and a villain in another.
Reputation on multiplayer servers is per player. So a hero and a villain can reside in the same village.
How does this benefit all Minecraft Users?
It can, if used correctly, make trading more reliable and more useful. It will also reward players who work together to protect or raid villages. Lastly it allows villagers in general to become a more important feature of Minecraft and help move them a little bit further away from being the unintelligent caveman squidwards they were when first implemented.
Authors apologetics
I am sorry for bumping my first thread. Just because other forum users do it quite often doesn't make it right for me. I hope that remaking my thread is not in any way against the rules. If an admin is reading this then I would like to state as I did before. I didn't want to just edit and reorganize my thread. I wanted to earn the feedback instead of just ride on the feedback I had before I bumped.
Please be brutally honest with your comments. Holding your opinion back will do nothing to help me make this a better idea.
Please do not!!!-
Please do not tell me this is difficult to code. I am no coder but in my mind it could be as simple as the experience system except it would be able to go left or right (good or evil).
Please do not tell me this would cause lag. It is not a sudden game feature like an explosion. It is a game mechanic that works slowly and in the background in general as you spend time in villages.
Concerning this thread
Please be openminded but at the same time do not hesitate to give me your full opinion. Any idea of your own that you comment about that can help improve this idea will be CONSIDERED. My first thread for this was at least fifteen percent inspired/created by the people who supported and commented. I will attempt to reply to all comments to thank you for the time you took in reading and replying to my topic.
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Do you have any idea how freaking overpowered this is even after taking the time to defeat the Kraken?
Thats no excuse to have an octopus that floats in the air.
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Lol. So true.
I actually joined in 1.7.3 and the terrain doesn't seem that different from what it is now (except of course back then it lacked several of the newer biomes).
Is there actually that big of a difference that people go and ask for stuff like this or "old terrain generation" every other freaking day?
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1.) Either stay inside bored for the whole night cycle and then have to risk creeper ambush once you go out at daytime.
2.) Get killed much too easily by accident or by multiple mobs over powering you.
Though if there were a thread for beds only working in a "house" I would consider supporting that.
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Very true.
Here is a possible way to keep both kinds of maps. Crafting just one normal map makes the pixel for block map. Crafting two maps together makes four blocks for one pixel on the map. Crafting four maps together (maximum) makes the normal eight blocks for one pixel map.