Dynamic Mobs, Virtual stables and Pets  (Read 9402 times)

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Foob

Dynamic Mobs, Virtual stables and Pets
« on: 18 Sep 2013, 18:18:20 »
Dynamic Mobs, Virtual stables and Pets

Hey all,

Quick information update about our Dynamic Mob, Virtual stable and Pet systems! First of all I'm happy to announce that there will be no mob clearances based on a timed interval but rather dynamic despawning and respawning based on player activity in the area.

What does this mean?

Mobs more evenly spread throughout the world, mobs will always be around players. Farms and breeding is now possible in your town or wilderness land, allowing you to keep a good supply of animals and hostiles around your place.

Mobs will despawn based on distance, if a player is not in range and the land is inactive mobs will despawn and re-spawn elsewhere in the world to keep the player to mob ratio more fair.

Players that are gathered closely together or live near each other will experience a far greater mob experience with plentiful mobs around their field of view. As mobs are distributed evenly between players on the server the more players in your area means more mobs.



Virtual Stables

Players will be able to purchase horse with Noobz and store them within their virtual stable. This will allow you to summon out the horse whenever you feel like galloping across the landscape, you won't need to re-tame it, re-saddle it or even re-armour it. Not only this, if you have a donkey or mule any item stored within its chests are privately stored for just yourself. Allowing you to transport items with you!

You can buy horse by breed type, some horses will be more expensive than others as they will be faster/have more health.

Other horses such as the Undead and Skeletal will be unlocked by Donation perks. The full White steed will be unlocked by earning Veteran Status, and full Black via Tokens.

Pets

Players will be able to unlock pets that follow and can be ridden. Some of which will be exclusive Donation perks and the Bat will be available to purchase for Tokens. However, many pets will be available to buy via in game currency.

Pets can be turned into both adult and baby form, they can also be re-named.


GrizzShark

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #1 on: 18 Sep 2013, 18:41:23 »
...awesome...

Halcyon13

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #2 on: 18 Sep 2013, 21:32:22 »
I'm so going to ride around on a chicken o - o

xTheSilentShotx

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #3 on: 18 Sep 2013, 21:36:02 »
The Shot Approves this message <3

tiberius1999

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #4 on: 18 Sep 2013, 21:49:19 »
Hostile mob pets specifically a baby zombie and if so will they be able to be armored and will they not burn in day light also may all pets be ridden? Dang quite the run on sentence!

EttaDreamfeather

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #5 on: 18 Sep 2013, 22:09:05 »
Can I ask if like when you buy a steed would it be able to die and then you've lost it forever and essentially lost those tokens you might have spent on it as well?

Or would they die and be able to respawn later on?

Jackmwoodall14

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #6 on: 18 Sep 2013, 22:30:31 »
Can I ask if like when you buy a steed would it be able to die and then you've lost it forever and essentially lost those tokens you might have spent on it as well?

Or would they die and be able to respawn later on?
omg haii twisted. And I think they do respawn later on, unsure though:P

DrewG2001

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #7 on: 18 Sep 2013, 22:34:22 »
Can I ask if like when you buy a steed would it be able to die and then you've lost it forever and essentially lost those tokens you might have spent on it as well?

Or would they die and be able to respawn later on?

if they die you have to summon them again which takes a few seconds. :)

EttaDreamfeather

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #8 on: 18 Sep 2013, 22:38:11 »
Hallo dere again.

Sounds good, I'll be interested in getting an awesome mount then. Horses are amazing after all, though I haven't played MC in a while so dunno about them in here.

Madhttr

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #9 on: 18 Sep 2013, 22:41:05 »
Hallo dere again.

Sounds good, I'll be interested in getting an awesome mount then. Horses are amazing after all, though I haven't played MC in a while so dunno about them in here.

TWWWWWWWWWWWIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIISSSTTTTT hi

I presume they're gonna use the same plugin as the one on mineapoc, so you just type /horse summon <horse name> and the horse will tp to you

Darkwings

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #10 on: 18 Sep 2013, 22:49:00 »
The part about pets is indeed awesome, but I'm worried about the global mobs ratio.

The load on the server needs to be kept under control, but what's the ratio exactly?
What is minimum amount of mobs per 1 player and what is the maximum?

With low ratios, both isolated farms and crowded ones will have the same problem of being too slow to be of any use.

I'm pointing this out because previously (when I was still active) having a mob grinder close to an outpost was almost useless due to the low spawn rate and the sharing.
In the end it was simply faster to go mine coal and sometimes players with higher permissions would just close the door to farm effectively and turning the farm into a private one :[
(this could happen a lot more due to the mechanics of the new system).

And that's about the XP alone. For items it was worse (I.E.: bonemeal).
« Last Edit: 18 Sep 2013, 22:51:15 by Darkwings »

MagicMan27

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #11 on: 19 Sep 2013, 01:57:32 »
The issue I see with the Mob system is, what if someone wants to make a sheep farm and have a room full of sheeps, then they log off and it all despawns? How are we subpost to make animal farms if not spawners.

Nebih

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #12 on: 19 Sep 2013, 02:28:44 »
Well, this seems AMAZINGLY AWESOME! :D

P.S. Hello dere Twwwiiiiissstttt!! :3

HarryX11

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #13 on: 19 Sep 2013, 03:13:42 »
Well, this seems AMAZINGLY AWESOME! :D

P.S. Hello dere Twwwiiiiissstttt!! :3

Twisteh YOU'RE BACK!!!! :D

Darkwings

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #14 on: 19 Sep 2013, 17:12:43 »
The issue I see with the Mob system is, what if someone wants to make a sheep farm and have a room full of sheeps, then they log off and it all despawns? How are we subpost to make animal farms if not spawners.

That's another reason to have a minimum number of mobs in the spawn/despawn ratio.

Naming a couple to breed them over and over could work, but if everyone were to name mobs the result would be having a ton of mobs and it's not guaranted to work because actual pets/mounts are treated in a completely different way.

A grinder (if not constantly used) has a smaller footprint than a permanent farm but it still relies on mobs spawning quickly to work so... yeah it's almost the same thing.


DG3_PLATINUM

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #15 on: 19 Sep 2013, 18:32:51 »
Can you ride the bat?   :D

Entangled

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #16 on: 19 Sep 2013, 18:55:26 »
Can you ride the bat?   :D

I was wondering this as well

TheZestyLemon

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #17 on: 19 Sep 2013, 23:44:04 »
I proposed the idea of Chicken Jousting before the server was down. So. Chicken Jousting. That is all.

HarryX11

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #18 on: 20 Sep 2013, 03:18:51 »
Riding a pet bat around town would be sweet... Sounds good for watching over the town. And I could take some sweet aerial shots of Utopia. So moderators, who wants to race me? You flying VS me on my pet bat :P
« Last Edit: 20 Sep 2013, 03:55:12 by HarryX11 »

MagicMan27

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #19 on: 20 Sep 2013, 03:40:34 »
I meant A sheep farm as in for wool.
The issue I see with the Mob system is, what if someone wants to make a sheep farm and have a room full of sheeps, then they log off and it all despawns? How are we subpost to make animal farms if not spawners.

That's another reason to have a minimum number of mobs in the spawn/despawn ratio.

Naming a couple to breed them over and over could work, but if everyone were to name mobs the result would be having a ton of mobs and it's not guaranted to work because actual pets/mounts are treated in a completely different way.

A grinder (if not constantly used) has a smaller footprint than a permanent farm but it still relies on mobs spawning quickly to work so... yeah it's almost the same thing.



Darkwings

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #20 on: 20 Sep 2013, 14:44:22 »
I meant A sheep farm as in for wool.

Yeah I got it, and you'd need a decent amount of sheep.
That's what I meant with "persistent farm".

The dynamic system _should_ prevent cases where you're left with empty farms and also keep spawning mobs even for isolated players at a decent rate.

Even if more players = more mobs (mobs that will be shared), that could be exploited by restrcting the access to a farm to enjoy the higher ratio since there's never been any rule about not having restricted areas.

Before it wasn't much of problem cause you could sell worthless stacks to the server shop and still make insane amounts of noobz but since (afaik) we'll start without a server shop in V6, this could escalate very fast if not handled correctly.

Darkwings

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #21 on: 20 Sep 2013, 15:54:21 »
Even with chest shops, they're still player-to-player transactions.
Players would only buy useful stuff and avoid the rest.
Before, you could sell stacks of seeds and saplings to the server, but no sane player would buy those.


With a dynamic system that reallocates spawn chances based solely on a mobs/players ratio it's easy to pull off a restricted farm in the middle of a populated area, making other farms (even far away) less productive as long as there's less people there.
The exploited farm would still get more mobs while not benefitting the entire player base generating those mobs.

This is only valid if the maximum number of mobs available at once isn't enough to satisfy all the active players, hence why I asked about caps.


If a resource  (i.e.: wool) becomes abnormally rare due to that, other players server-wide would have problems gathering that resource and the ones power-farming it would sell at extremely high prices.

Of course I'm not talking about regular rare items like diamonds (those can't be farmed anyway) but normally available stuff like ink, bones, wool etc that everybody uses and that depends entirely on mobs drops.

This kind of thing happens all the time, I'm just stating possibilities.
« Last Edit: 20 Sep 2013, 15:57:32 by Darkwings »

MagicMan27

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #22 on: 20 Sep 2013, 16:23:44 »
Will V6 have a dynamic economy?

Darkwings

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #23 on: 20 Sep 2013, 19:59:41 »
Will V6 have a dynamic economy?

I don't know what do you mean by 'dynamic' in this case, but Fatnoob expressed the will to let the players gather resources and trade them by themselves instead of relying on a server shop right from the start.

So... yeah I guess that's what you could call dynamic since no server shop -> no fixed prices.

MagicMan27

Re: Dynamic Mobs, Virtual stables and Pets
« Reply #24 on: 20 Sep 2013, 20:48:00 »
so there's no server shop?