Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Feature Request] Mob leveling system #78

Open
Balakay420 opened this issue Jul 28, 2022 · 19 comments
Open

[Feature Request] Mob leveling system #78

Balakay420 opened this issue Jul 28, 2022 · 19 comments
Labels
enhancement New feature or request

Comments

@Balakay420
Copy link

Every time I play MC with friends, we run into the same issue. It gets too easy. After a certain point, mobs do not pose a threat. Especially after stat increases and weapon/armor enhancements.

I'm not sure if this is possible to integrate into PlayerEx or if it would have to be an add-on, but my idea is this.

A leveling system for mobs. The higher it's level is, the more increased heath, damage,armor, and loot it has. Along with any other attributes that could be used to make them more "difficult".

Levels could either be randomly assigned at spawn OR it could be relative to the players level. Average level if multiplayer.

@CleverNucleus
Copy link
Owner

Hi there,
I completely understand where you're coming from, and I feel the same way. I'm aware of this particular suggestion, and hope that something will come of it. It is likely, however, that I will at some point begin working on a levelling system mod for mobs - details pending, albeit area-averaged player level as a predicate for mob difficulty would be ideal.

For now though, I am not actively working on something like this.
Thanks.

@CleverNucleus CleverNucleus added the enhancement New feature or request label Jul 28, 2022
@Balakay420
Copy link
Author

Balakay420 commented Jul 29, 2022

Yeah I've been trying to find something like this for awhile
I may have found a mod that could implement this, I would greatly appreciate it if you could take a look at it, and tell me if it's possible or not
https://www.curseforge.com/minecraft/mc-mods/power-scale

@PickyPixelStudio
Copy link

I personally use 3 (or more) mods to boost mobs.

Farsighted : Mobs see you from further away.
Eldritch : Sometimes mob can have some properties, like "mini boss".
RPGDifficulty : More further you go from spawn, more harder they are. You can also use time!

You can take look to "Dusk" mod, and "Bloodmoon" ;)

@bugescape
Copy link

Its not just mob, its about the fact that you dont cap your leveling system makes you literally able to grind towards superman, there is no balance consideration at all.

Due to the fact that this is the single mod that so popular and also it is the one that can cause exploit to end game fun and server IMBA, suggest to implement below simple solutions:

1, significantly increase the expanse of xp to level up (i am talking about 10000x more expensive at least, you cant believe how sweaty some players are), and

2, cap the level to a maximum at 30,

3, staying at each level consume you more and more very expensive energy/xp/special food or sort of thing all the time, just like you need protein to maintain muscle, and you will need to consume gold to maintain supermanness...this forces you to build more and more farm automatic farm to maintain your skill, otherwise you get slowness or weakness or sort of thing, or even level down

4, the luck attribute is also too powerful, please just make it act like fortune III and plus and so on. Luck cause rare item to drop end up forcing people to just thrown those items into lava

@CleverNucleus
Copy link
Owner

Hi @bugescape ,

I appreciate your input; however, your simple solutions 1, 2 and 4 are already implemented and/or have a solution:

  1. The level formula can be completely customised in the config.
  2. The maximum level can be easily capped to any value using a datapack.
  3. The luck attribute is a vanilla attribute, and the amount you accrue over the course of your game by levelling can be completely configured, or disabled entirely such that you do not gain anything in the luck attribute.

Regarding your third suggestion, and indeed your overall point, I reiterate what has been said previously - that a mob levelling system is needed, and it is only the lack of mobs being able to get stronger too that makes this mod unbalanced at times. There is also an argument to be made about other facets of the game that may currently become stale; namely, environmental damage such as lava, fire, or fall damage - but I think that is out of scope for this issue.

Tl;dr; it really is just about a mob levelling system.

@Hokmoon
Copy link

Hokmoon commented Oct 8, 2022

Its not just mob, its about the fact that you dont cap your leveling system makes you literally able to grind towards superman, there is no balance consideration at all.

Due to the fact that this is the single mod that so popular and also it is the one that can cause exploit to end game fun and server IMBA, suggest to implement below simple solutions:

1, significantly increase the expanse of xp to level up (i am talking about 10000x more expensive at least, you cant believe how sweaty some players are), and

2, cap the level to a maximum at 30,

3, staying at each level consume you more and more very expensive energy/xp/special food or sort of thing all the time, just like you need protein to maintain muscle, and you will need to consume gold to maintain supermanness...this forces you to build more and more farm automatic farm to maintain your skill, otherwise you get slowness or weakness or sort of thing, or even level down

4, the luck attribute is also too powerful, please just make it act like fortune III and plus and so on. Luck cause rare item to drop end up forcing people to just thrown those items into lava

I am just curious cause my friend is using this mod on a new server. Does the Melee crit chance from luck make ANY attack have a percentage chance to crit? Or Does it give a higher chance to crit when you are doing a jump attack?

@CleverNucleus
Copy link
Owner

Hi @Hokmoon,
it is any melee attack, regardless of jumping. That also means that without any melee crit chance, you cannot crit even when jumping.

@Hokmoon
Copy link

Hokmoon commented Oct 8, 2022

Hi @Hokmoon, it is any melee attack, regardless of jumping. That also means that without any melee crit chance, you cannot crit even when jumping.

Thank you!

@liabri
Copy link

liabri commented Nov 3, 2022

I don't think anything can be this about this on PlayerExs end, at least realistically. Mods like RpgDifficulty would have to be the ones to take ones PlayerEx level into account when spawning mobs. Is there an issue on their repo regarding playerex support ?

@bugescape
Copy link

can you show how do you cap it using datapack?

@bugescape
Copy link

can i cap it using datapack on server side only? because i am running a large scale server

@Elekjid
Copy link

Elekjid commented Nov 14, 2022

How to fix this on servers is to remove exp all together and use the tomes from RelicEx. Also disable them from dropping from mobs. This means they only lvl from adventuring, and opening chests. You could also make tomes rewards for special events you do.

@liabri
Copy link

liabri commented Nov 14, 2022

Not sure how your proposition would help @Elekjid, you're still going to end up too powerful relative to the mobs around. I think you're thinking of the getting too OP from just XP issue (which is exacerbated with mob farms, my suggestion for this is to base level on achievements rather then pure XP).

@bugescape
Copy link

just simply cap the level to level 50 why it is so hard to do? why cant you just provide the datapack? @Hokmoon

@emibanana
Copy link

@CleverNucleus

@emibanana
Copy link

please provide method to cap the leveling system

@CleverNucleus
Copy link
Owner

@emibanana You will have to be more specific. Do you want to set a maximum level that players cannot surpass? Or are you referring to the chunk-based experience system - in which case, cap how?

@emibanana
Copy link

hi, would like to cap the player level to a allowed maximum value, it just says in your description that this can be done via datapack but we dont know how to make one to make affective on your mod

@CleverNucleus
Copy link
Owner

@emibanana Please see the wiki.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

8 participants