ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Suggestion about Ancient Tomes acquisition #836

Open YumatanGames opened 2 months ago

YumatanGames commented 2 months ago

Prerequisites

Context

Is your feature request related to a problem?

The current mechanic for acquiring Ancient Tomes in MineColonies solely through defeating raids feels disconnected from the lore and world-building, limiting gameplay variety and exploration incentives.

Enhancement or Change description

Currently, Ancient Tomes can only be acquired by defeating raiders, which, while challenging, feels disconnected from any reasoning or lore, like a placeholder way to get those items, that were never properly addressed. So, here are some suggestions for alternative ways to obtain these tomes:

  1. Exploration-Driven Acquisition:

    • Incorporate Ancient Tomes into the loot tables of various structures across the Minecraft world, with rarity adjusted based on dimension. They could be less common in the Overworld, slightly more common in the Nether, and relatively common in The End. This change would incentivize and reward exploration making the finding of these structures more rewarding.
  2. Loot in Abandoned Colonies:

    • Currently, abandoned colonies offer little beyond a slight head start for new colonies. Introducing any loot, especially relevant to the colony type, could make discovering these abandoned sites more exciting and worthwhile. And, sometimes they could have an Ancient Tome laying around.
  3. Zombie Villagers:

    • Allow Ancient Tomes to drop very rarely from Zombie Villagers, or a bit less rarely upon curing them. This would add another layer of depth to interactions with Zombie Villagers and provide an alternative, albeit rare, method of acquiring tomes, and incentivize a vanilla mechanic that will likely not be used much when playing MineColonies.
  4. Crafting by a Level 5 Enchanter:

    • A Level 5 Enchanter, in a town with a Level 5 Mystical Site, could be able to craft Ancient Tomes using rare and expensive ingredients (suggested ingredients include an enchanted book, 64 blocks of lapis lazuli, 16 diamond blocks, and 64 redstone dust blocks). This method would add an expensive, late-game avenue to obtain Ancient Tomes.
  5. Rethinking Raider Drops:

    • By adopting any of these alternatives for acquiring Ancient Tomes—or indeed, any new methods proposed—removing Ancient Tomes from raider loot tables becomes a logical step. To ensure that raids remain a rewarding challenge, rather than a source of frustration, their loot tables should be diversified. These could range from biome-specific flowers and saplings, as well as some rare blocks or even some modded items, provided they're tagged correctly. Some items that come to mind could be Mycelium, glowberries, moss blocks, different types of food or seeds, all types of flowers. Every once and a while some emeralds, maybe some gear too. Those items are not meant to be incredibly valuable, but a way to get hold of items that could require hours of exploration to find otherwise. This change could alleviate some of the frustration associated with obtaining certain rare items necessary for colony development, like mycelium for example.

Notes or related things

The whole point of these suggestions is to make the game more interesting by tying the hunt for Ancient Tomes into things we want players to do, like exploring and engaging with Minecraft content. It's not about doing everything at once but more about having different options to choose from. Personally, I'm all for the ideas that push us to explore more, rewarding players who go out and about. Especially the one that improves abandoned colonies, since finding them and discovering they were empty was a huge letdown.

For me, MineColonies is so engaging that I've spent real-life days managing my colony without even thinking about getting diamond gear. That's how much I got into it. This meant exploration took a backseat for a long while. I only really started exploring when I needed certain blocks or materials, which were mostly just biome-specific stuff like flowers or saplings. This made most structures kind of pointless to check out.

So, adding a bit more incentive to explore can really change how we interact with the game. It could make all those structures we usually ignore worth a second glance and add a fresh layer of excitement to the game.

Thank you for considering these suggestions.


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