When a player performs a quest for a Villager, the player’s reputation with that Villager improves, allowing the player to spend fewer emeralds when buying from the Villager.

This would be done through the existing gossip system. The discount would decrease over time, and other villagers who have gossiped with the villager for whom the player did the quest give the player a (lesser) discount, which also fades over time.

To enter a villager’s quest GUI instead of his trade GUI, hold sneak and right click him.

To accept any of the offered quests, select one or more checkboxes and click the “accept quests” button.

Each quest will be something very very simple like Mine 2 Deepslate, or Place 3 Dirt, or Kill 4 Zombies, etc.

When the player accepts the quests, the villager looks at the player’s statistics and memorized how many times the player has previously done each task.

When the player later enters either the trading or quest GUIs, that villager takes another look at the player’s statistics to see which quests, if any, the player has completed.

Extra rewards for success are experience points for the villager and the player.

To make quests riskier, the player must give the villager a deposit of one level of xp, which is payed back on quest success.

Each Villager generates a new random quest each time he renews his trades.

Quests older than a Minecraft week expire.

If a player has accepted a quest from a villager and it expires without the player completing it, the player loses a small amount of reputation with that villager… half as much as he’d have gained for succeeding.

Each world or village has a quest table. Each entry in the table is something like (mine cobblestone, repeat 3, reward 5). When a quest is completed, the reward decreases by 5% and the repetition increases by 1. When a quest expires, the reward increases by one and the repetition decreases by 5%.

  • ThatOneKirbyMain2568@kbin.social
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    1 year ago

    Villager quests seem like a cool idea and would definitely make interactions with villagers more interesting! However, there are a few gripes I have with the implementation here:

    • The quest GUI shouldn’t be some quasi-secret GUI you can only access by sneaking and right-clicking. It’d make more sense to have it as a button on the villager trading menu.
    • The quests are REALLY easy. Obviously, these are just examples, but there should be some effort involved in performing a quest. Otherwise, it’s not really all that engaging.

    I’d also suggest that the quests relate to the profession of the villager and be things that the villager would actually want. A shepherd could ask you to get an assortment of dyes, a fisherman could ask for wood to make fishing rods and campfires, any villager could ask you to kill zombies in the area, etc.

  • BenjaminGoldberg@kbin.socialOP
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    1 year ago

    You are right about the GUI, but regarding quests being too easy, consider that anything in your statistics page can be a quest: Kill some withers, mine a bunch of endstone, etc.