• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Archived Massivemobs "ambushes"

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MokeDuck

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Pretty simple stuff. The idea is that, instead of using boring vanilla-like mechanics to spawn mobs around the player, instead spawn large groups of the same mobs periodically depending on the status of the player in question. Ideally, the mobs would spawn about 10-20 blocks away and include a fairly large amount of mobs that would (again ideally) have already targeted the player upon spawning. The frequency, difficulties, and types of the mobs can thus be further customized based on statuses of the player, for instance magic words learned (aka the same one that effects mana regen) distance from a faction claim, age on the server, etc. Another thing that is a possibility is making a boss-mob that uses massivemagic to spawn other mobs, so you gotta kill the boss in order to get the other mobs to stop spawning.

I like to bullet point Pros and Cons, so here they are.
Benefits:
  • Could make mobs more balanced: aka not too hard for non-geared players but also not easy for fully-geared veterans like mobs currently are.
  • Make mobs less messy: Right now in the wild you just see a TON of every kinda of mob and you basically just kinda run through them and ignore them. Ambushes would make it worthwhile to kill the mobs because more wouldn't immediately spawn
  • Mobs could be disabled in combat.
  • Again, a large variety of factors could be programmed in to contribute to a higher "ambush" chance
Difficulties
:

  • Would require some coding (duh)
  • might make darkrooming harder.
  • Potentially these wouldn't be obtrusive enough and the player would just be able to walk away, so some sort of incentive or punishment for not adequately confronting an "ambush" might be needed.
  • (more to be added from player feedback)

So obviously this requires coding. I'm making this just kinda in order to archive some ideas that tech staff can use if and when they can. However groups of related mobs area already in the game. This only really requires tweaking the frequency, size, strength and distance of these mobs and then just making sure their AI targets the player as soon as they spawn.
 
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