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    posted a message on Bait-and-Stick - Steer Your Pigs!
    I was thinking of how fun it is to ride a pig. It IS fun, but really it's annoying to not have any control over the pig, especially when it gets stuck somewhere. Well, I have a solution to that: the bait-and-stick!

    You know how you've seen those cartoons (and maybe in real life) where the rider of a horse sometimes holds a stick with a carrot dangling from the end out in front of the horse to make it go forward? Well, pigs aren't any more inteligent than horses, so I think the same principle could be applied to them.

    The bait-and-stick, when held in your hand, would attract the nearest pig to you. If you are riding the pig and holding the bait and stick, the pig will walk in the direction you are facing, continually. This means he will also jump to try to get up ledges. If you put away the bait-and-stick, This way you can have a pretty decent transport system. Of course, if horses are ever implemented, they would be much easier to control when tamed.

    Side note: if the Left Hand idea is put into effect, you could use the bait and stick along with another tool!

    Now, how to craft one?

    [] [] :|:
    [] :|: @
    :|: [] :....:

    Where @ = string, and :....: = some sort of bait. I'm still not entirely sure what kind of bait to use to attract a pig. I was thinking either seeds, mushrooms, or apples. When crafted, it looks like a fishing pole with whatever bait is decided on at the end of the string.

    I thought this would be a neat addition to riding pigs, and a way to keep people happy a little longer, until horses are added :wink.gif:

    Thoughts? Suggestions?
    Posted in: Suggestions
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    posted a message on How I Think Goblin Villages Should Work
    Before anyone says anything, I know there are a number of posts on the topic of NPC villages, specifically goblins. However, the topics I've seen are either too simple ("make them in villages and u can attack them or they can be friendly!") or too complex (including quests, diplomacy, etc).

    Now, having read numerous fantasy books (I am very much a fantasy nerd) and using my own reason, I have come up with several ideas as to how goblins/goblin villages could be implemented effectively, without losing the balance of the game, overcomplicating things, or deviating Minecraft from its original intent and feel.

    First off, the villages themselves. I think the most complicated a village should be is several standard open huts and two unique huts: A trading hut and a blacksmith hut (I'll get to those later) with torches placed around a rough border. Normal goblins would roam around the village within the border, and one goblin would stay in each of the unique huts.
    ********
    Secondly, goblin behavior. Goblins would stay neutral and leave you alone normally. Goblins will never be your "allies." They can become your enemies, however, if you do something wrong. Here are the ways you can set the village off:

    Destroy anything within the village border. This includes huts, trees, ground, etc., as well as starting things on fire.
    Attack a goblin.This is obvious.
    Steal from a chest.The huts in the village could contain armor and tools, but if you take anything, the goblins will attack.

    Besides that, anything else is fine. Goblins move as fast as you do, and are pretty strong (an individual could kill you in 6-7 hits). If, however, you manage to kill all the goblins, you can sack the village. However, as you will see, this wouldn't be the best choice.
    ********
    Next is the appearance. Here is a diagram I'll use for the next few topics (pardon my lack of MS Paint skills):

    As you can see from Fig. A, the goblins are a dark green in color, wear a tunic, and look a bit like Yoda. Height-wise, they are about halfway between a pig and you (minimum height: 2 blocks, minimum width: 1 block). The drawing I made is just the average model, there could be goblins in armor or carrying tools as well. As for the sounds they make, I think the best fit would be a mix between a grunt and a cackle. They move like a human.
    ********
    The major use you can get from goblins is making goblin armor and tools, some of which I've designed ideas for in Fig. B. From top to bottom: goblin sword, goblin pickaxe, goblin bow, and goblin chestplate. As some of you may know, goblin-made items are very high-quality and very durable. In Minecraft, I thought that goblin tools could be as strong as iron tools for their primary use (slightly stronger in attacking), but last twice as long. In the case of the bow, the goblin bow makes arrows fly more accurately (meaning less of an arc). Goblin armor gives more defense than iron, but less than diamond.
    ********
    Onto interacting with goblins. If there's one thing I've learned about goblins is, they like them some gold. The only way you could get a goblin to do anything for you is to pay them in gold ingots. To get goblin-made items, you must approach the goblin in the blacksmith hut (this one may possibly have a different skin) and right-click. Then the window displayed in Fig. C would appear, minus the items in the boxes. On the left is a crafting grid, where you place the materials you have (you must find your own materials) into the shape of the item you want, as shown in an example in the picture. Note: goblin items can only be crafted with iron (except for the bow and similar tools). Then, depending on the item you laid out, a certain number of gold ingots will appear in the box on the right side of the slash. You must then place the same amount of ingots on the left side. Once this is done, the item appears on the far right box. When you take out the item form the box, everything else disappears from the window, so you can't undo the action (just like crafting your own item).
    ********
    Fig. D may confuse you a little. What is it? It's a hiring window. I think that a nice addition to Minecraft would be to have the ability to hire goblins to follow you around. To do this, you would simply approach a goblin roaming the village and right-click on it. Then, you can choose the number of day cycles you want the goblin to follow you for (single intervals only), and give the goblin the designated amount of gold that appears, like in the blacksmith window. Then press the green arrow (which will be click-able after the required amount of gold is fulfilled) and you've got your own personal goblin. Note: The day cycle could either be from the point you hire them to the exact time the next day, or until the second night after you hire the goblin.

    So you've hired a goblin, now what? Well, goblins can be pretty useful. If you are attacked by a mob, the goblin will defend you. If you start chopping down trees, mining, or attacking animals, the goblin will follow suit (they can't pick up items for you, though). I was also thinking you could right-click on the goblin to make him stay in that spot, and then right-click again to make him follow you. Once the time you've hired him for has expired, however, he will run right back to the village.

    Before anyone tries to be sneaky: If you kill a hired goblin, the rest of the village will become hostile forever.
    ********
    Now, you may think "This is nice, but what if I can't find any gold?" Well, that's where the trading hut comes in. Right-clicking on the goblin in the trading hut would open up the simple window in Fig. E. Here, you can trade certain items (by placing them in the left box) for gold ingots. I say certain items because, of course, getting gold shouldn't be that easy. Here are a few items I had in mind:

    -TNT
    -Mushrooms
    -Diamonds
    -Obsidian
    -Redstone Dust
    -Books
    -Slime Balls

    To name a few. If an item is tradeable, the corresponding amount of gold will appear in the box on the right, which you can then take (if the item is un-tradeable, no gold will appear).

    This way, you will always be able to gain gold for hiring goblins/buying goblin-made items.
    ********
    So, those are my ideas on goblins and goblin villages. It seems like a long description, but in actuality it is much simpler than some ideas other people had. Also, the example prices and other values I put in the pictures and descriptions are merely suggestions. Notch has a MUCH better sense of balance in this game than I do, and he could figure out the prices a lot better than I could.

    One last thing: This is simply a compilation of my ideas. I would be happy if even a part of this thread was used (of course, I'd be ecstatic if the whole idea got put in).

    Thoughts? Suggestions?

    Additions/Edits:

    Quote from EliminatorZigma »
    Quote from Rhinoceroscity »
    I respect the ability to put together a long post in sections like this, so I read through it. Great ideas, very well thought out and the diagrams made sense once you explained em. The only thing I'd probably clarify is how Goblin items, such as pickaxes, are better than something like a diamond pickaxe. Having to find your own materials, find a goblin village AND pay a fee to get goblin items seems like a bit much if they aren't much better than the ones you can make yourself.
    Otherwise, looking good, would be really cool if something like this was implemented.



    First off, thanks! It took me a while to figure out how everything would work.

    As for the strength of goblin items, I figured that, for balance issues, they could be one of three things:
    1) Cost a good amount of gold, and be stronger, faster, and more durable than diamond items.
    2) Cost a minor amount of gold, and be faster and twice as durable as iron items.
    3) Cost ? gold, and basically be a slightly less powerful diamond item

    Any way, goblin items have to be extremely durable.

    So, for option 1, a goblin pickaxe could mine obsidian 25% - 50% faster than a diamond pickaxe (and maybe could even mine bedrock?) and last 1.5 - 2x longer.
    For option 2, a goblin pickaxe could mine diamond 25% - 50% faster than an iron pickaxe and last 1.5 - 2x longer
    For option 3, it has the same strength as option 2, but also be able to mine obsidian, though not as fast as diamond.

    Or something like that :tongue.gif:

    I just didn't want the items to be overpowered, so you'd still have incentive to go back to the village every once and a while.


    Quote from EliminatorZigma »
    When you trade gold for items and vice-versa, you will only be able to recieve the items/gold after you have enough of the other goods to fulfill it. For instance, you couldn't sell just one mushroom for a bar of gold. You'd have to sell a lot more (like 20-30, I don't know) before 1 gold bar appears. Similarily, 1 gold bar will buy you, perhaps, a stack of 24 feathers.

    Secondly, as to the goblins destroying your blocks, you could right-click on the goblin to make him stay where he is, and then he won't follow you or copy what you're doing. Then you can edit your house without fear of your goblin hireling destroying your creations.


    Quote from Kurohagane »

    I like the idea overall, but the goblin tools are kinda useless. Like muncher said in some thread, if tool is same as others with minor status changes, it should not be implemented. Tought i like idea of goblin bow being accurate and armor, if it will have special effects, like if spiked, it would make meele attacking mobs take half the damage they made to you, and players too if they use something other than sword.

    Maybe instead of those tools, you would get a goblin CROSSBOW(bow addition) and SPEAR(sword addition)
    so crossbow would be very accurate with less arc, but slower reload (if bows ever get nerfed) and spear would have additional range, like 1 block (current range is 3) and less damage.

    And i think hiring is bit too overpriced, but you said thats just suggestion. I mean, if you go cave exploring and its big, you might spend a week there. And i mined in entire week of strip mining like 48 gold, which would be kinda not much if we compare it to present prices shown in Fig.'s, but it should still not be too small because the selling system to trade for gold is good income too, you need to kill aprox. 3 creepers and get some sand to get 5 ingots, which is not that low.

    This all is constructive in my thinking, but other than those issues this idea is great and good trought.

    EDIT: aslo, mushrooms are very rare so i think you should get 1 ingot for 2/3, and reason why it isn't higher because there not that rare in nether.


    Quote from EliminatorZigma »

    I don't think expansion should be included for a few reasons:

      [*:174u5v9h]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.
      [*:174u5v9h]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.
      [*:174u5v9h]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.
      [*:174u5v9h]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.

    Posted in: Suggestions
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