Add Dynamic Spawning to the End, or Add Borders so Grinders Cannot Be Made.  (Read 1512 times)

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Tidala

I'd really like to see dynamic spawning implemented in the End. Many players including myself like to go there to skills and vanilla XP grind, but it doesn't work very well if anyone else is in the world. This creates a problem because they either spawn near you, or the other person almost exclusively and continually. People build Enderman grinders, but again someone will be getting the short end of the stick, with Endermen spawning exclusively at one place or the other. If it were dynamic to the players then many people could be in the End, either on the main land or a grinder doing their own thing without being slowed down by other people being in the End.

The other suggestion, borders. Make it so that they can only fight Endermen on the main land, where everyone will have to share, then there would be no arguments or complaints about Endermen not spawning.
« Last Edit: 7 Apr 2014, 03:46:08 by TidalMewMew »

EttaDreamfeather

Re: Add Dynamic Spawning to the End.
« Reply #1 on: 7 Apr 2014, 03:30:21 »
I agree, it isn't fair at all that someone can simply create a giant area out in the void in the end and then have all the endermen spawn over there. That makes it impossible for anyone else to have any kind of spawner or endermen spawning around them, either in another grinder or on the mainland itself.

I don't see anything wrong with people having multiple grinders in the end, if that was possible. However it isn't because as it is only one grinder seems to ever work at a time. Having a fix to this would be very helpful.

gamergirlxo

I agree. This isn't fair to the community and most players. As stated, someone gets all the XP and mobs when someone else is getting the short end of the stick. Apparently this has happened many times before and I would really like to see something that can be used for all players.

Darkwings

This is just yet another solid hint that the dynamic system isn't redistributing mobs.
It's just preventing them to keep spawning in saturated areas.

I suspected this when talking about cows etc:
It's the same with people being able to get 40 animals while others struggling to get 10.

They stop spawning but what should be happening is having those 40 to gradually despawn as soon as someone else starts to spawn some more, especially if not a single one is dead after a while.
If there are 2 players, one with 40 and one with 0, the end result should be having both with 20 each.

If the server is able to hold X mobs at all times, do X/players and enforce that number at all times.

If a single player is able to hog all/most mobs while multiple players have problems finding even a single one the system is clearly not working as inteded.

The solution would be to have the script actually work as advertised: mantaining the mobs/players ratio the same for all loaded chunks (or otherwise specified areas of interest).

What felt to actually be missing is a dynamic (or at least better designed) despawn threshold.
A fixed threshold per player (that's what it actually looked like while testing) won't work cause it will turn the whole thing into a first come first served queue and the number of online players keeps changing.

What you are reporting supports this ^

Again, I can't have actual mathematical proof, these are just the conclusions I came to after testing things by myself and reading the experiences of other players.
« Last Edit: 7 Apr 2014, 13:27:10 by Darkwings »

Foob

This is just yet another solid hint that the dynamic system isn't redistributing mobs.
It's just preventing them to keep spawning in saturated areas.

I suspected this when talking about cows etc:
It's the same with people being able to get 40 animals while others struggling to get 10.

They stop spawning but what should be happening is having those 40 to gradually despawn as soon as someone else starts to spawn some more, especially if not a single one is dead after a while.
If there are 2 players, one with 40 and one with 0, the end result should be having both with 20 each.

If the server is able to hold X mobs at all times, do X/players and enforce that number at all times.

If a single player is able to hog all/most mobs while multiple players have problems finding even a single one the system is clearly not working as inteded.

The solution would be to have the script actually work as advertised: mantaining the mobs/players ratio the same for all loaded chunks (or otherwise specified areas of interest).

What felt to actually be missing is a dynamic (or at least better designed) despawn threshold.
A fixed threshold per player (that's what it actually looked like while testing) won't work cause it will turn the whole thing into a first come first served queue and the number of online players keeps changing.

What you are reporting supports this ^

Again, I can't have actual mathematical proof, these are just the conclusions I came to after testing things by myself and reading the experiences of other players.

The Dynamic system isn't enabled in the end. Will be putting borders up this evening and switching on the dynamic distribution of Mobs, just an oversight on our part and had left it disabled, sorry about that.

Tidala

Thank you Fatnoob.