Noobscraft

News, Announcements & Updates => Server Announcements => Topic started by: Foob on 18 Sep 2013, 18:18:20

Title: Dynamic Mobs, Virtual stables and Pets
Post by: Foob 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.

http://www.youtube.com/watch?v=HY6HcNKQMsg# (http://www.youtube.com/watch?v=HY6HcNKQMsg#)
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: GrizzShark on 18 Sep 2013, 18:41:23
...awesome...
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Halcyon13 on 18 Sep 2013, 21:32:22
I'm so going to ride around on a chicken o - o
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: xTheSilentShotx on 18 Sep 2013, 21:36:02
The Shot Approves this message <3
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: tiberius1999 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!
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: EttaDreamfeather 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?
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Jackmwoodall14 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
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: DrewG2001 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. :)
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: EttaDreamfeather 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Madhttr 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
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings 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).
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: MagicMan27 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Nebih on 19 Sep 2013, 02:28:44
Well, this seems AMAZINGLY AWESOME! :D

P.S. Hello dere Twwwiiiiissstttt!! :3
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: HarryX11 on 19 Sep 2013, 03:13:42
Well, this seems AMAZINGLY AWESOME! :D

P.S. Hello dere Twwwiiiiissstttt!! :3

Twisteh YOU'RE BACK!!!! :D
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings 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.

Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: DG3_PLATINUM on 19 Sep 2013, 18:32:51
Can you ride the bat?   :D
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Entangled on 19 Sep 2013, 18:55:26
Can you ride the bat?   :D

I was wondering this as well
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: TheZestyLemon 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: HarryX11 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
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: MagicMan27 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.


Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: MagicMan27 on 20 Sep 2013, 16:23:44
Will V6 have a dynamic economy?
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings 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.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: MagicMan27 on 20 Sep 2013, 20:48:00
so there's no server shop?
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: DrewG2001 on 20 Sep 2013, 20:55:46
so there's no server shop?

theyre replacing the /shop command with the /auction command which opens a mini chest ontop of your inventory and when you put stuff into it it goes into a chest on this website where you can put it up for auction. :)
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: HarryX11 on 21 Sep 2013, 00:19:12
I think it's a better system because the prices will be much more reasonable and you have a much larger selection to choose from.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings on 21 Sep 2013, 00:37:46
I think it's a better system because the prices will be much more reasonable and you have a much larger selection to choose from.

About the prices, yes, Fatnoob already said that the prices will be kept under control, preventing going too high or too low depening on what the admins thinks is a fair price. The stock will also be regulated, preventing something to be put for sale if there's too much of that item already, in order to avoid a dropping in price.

About the selection... that depends entirely on what people is willing to sell.
That means a lot less control from the admins.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Reigando on 21 Sep 2013, 10:59:49
That's too bad, I liked doing /sell all so I could speed up my mining trips(on other servers I normally just toss my cobble). Auctioning stacks of cobblestone sounds like it'll be more trouble than it's worth and I'll probably go back to tossing.

Wonder with no /shop where the initial noobz will come from.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Darkwings on 21 Sep 2013, 14:45:49
That's too bad, I liked doing /sell all so I could speed up my mining trips(on other servers I normally just toss my cobble). Auctioning stacks of cobblestone sounds like it'll be more trouble than it's worth and I'll probably go back to tossing.

Wonder with no /shop where the initial noobz will come from.

That's exactly what they wanted to prevent: having everything at your disposal from the start.

I agree that this way it will be more interesting, I just hope that the whole system will be calibrated enough to avoid bad stuff. Relying on the good will of people is never a completely good idea :|

The intial noobz will come from your _useful_ resources that you are willing to sell.

You'll probably find it easier to specialize in a few things, sell part of them and use the noobz to buy what you lack, keeping an eye on the auctions to see what's the top selling item and what's the least demanded one.

TL;DR: It's just like real life.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: UnlikelyPirate on 21 Sep 2013, 18:45:52
So /auction is going to be like having a backpack that you carry with you to expand your inventory, while able to view on the website and sell to people from. Wonder if it will be a full sized chest.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: HarryX11 on 21 Sep 2013, 20:13:21
Unlikely: I believe its only 9 slots for auction like Mineapoc.

Also Reigando if you're just going to toss the cobble otherwise then I'll take it/buy it at a very low price. It will at least give you some money while letting me expand on my big projects as well as my town without having such a big toll on my money.
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: EmperorMyrf on 21 Sep 2013, 20:46:55
Wonder with no /shop where the initial noobz will come from.

A variety of sources. Killing mobs, participating in events, voting, gambling (lottery/slots), and completing quests will inject the economy with the initial noobz. Then of course the nbz will be bled out from purchasing property/town land to prevent inflation.

Details here (http://www.noobscraft.com/guides/earning-money-in-v6/)
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: matanatr96 on 22 Sep 2013, 04:46:56
Wow, really looking forward to all of these updates. Wooo v6
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: Olah0001 on 22 Sep 2013, 19:54:40
that chicken is the best lol
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: HoppytoadBob on 24 Sep 2013, 15:21:55
  I like this Dynamic mob design, It will make things always interesting, and challenging.

  I have a question will this include town areas, or just wilderness ?
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: EnchantCreature on 24 Sep 2013, 23:49:35
Hai
Title: Re: Dynamic Mobs, Virtual stables and Pets
Post by: SmithB0118 on 29 Sep 2013, 02:42:16
Excellent  :D
I definitely will be considering buying a bat. I will also enjoy the full white steed. Anyone have any ideas on a good name for him?