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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.