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BlueTangs Rock3
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Greetings all, I noticed that for a long time, hostile mobs have been spawning like crazy, even in a well-lit area, and even right in front of you and behind you, and some can see you through walls and agro on you even when you never seen them, and they shouldn't have been able to blow you up through your walls in your base.

So I'ld like to suggest some ways Solverlabs could use to help deal with this problem.

 

1. A Mob Spawn Player Radius:

So in PoC, there's nothing stopping a mob from spawning only a few blocks from you, or even right next to you, a way to fix it is by creating a radius limit on how close to you a mob can spawn, it should be far out enough to that you can have a little bit of distance from them as they spawn, but not too far away to that they despawn.

 

For my example image(at the bottom of the post), I chose a radius of 10 blocks away from the player, all the grids=1 block of space, so it's a 1 to 1 ratio, and all grids with a red "X" on them is a space where a hostile mob cannot spawn, though anywhere outside of it, a hostile mob can spawn.

 

This would stop mobs from spawning too close to you, however if you wanted mobs to spawn in a specific spot, you could simply move far out enough to have the area not be in your protective radius.

 

2. Stop mobs from somehow agro-ing you through walls:

We've all been there, causally sitting in a base through night and then suddenly a creeper automatically blows up the walls when you haven't even been in the same area as it.

 

Currently, PoC has a mechanic that as far as a mob would see you when you're in the same space as it, it can also see you through a wall, example: a skeleton seeing you across an open field, and a skeleton needlessly shooting a cave wall when you did an x-ray glitch because the player was in a certain range, however not in the same place.

 

There should be a mechanic where if you or a mob is always out of the line of sight(for example a wall between you and them), they should never see and do their attack until you go into their line of sight, then they can attack as normal until you get out of their line of sight, then they'll stop being agressive after a few seconds, and go on with their day.

 

This would be the saving grace to stop creepers automatically blowing up your base.

 

An exception to a block not obscuring the line of sight should be transparent blocks such as glass, leaves, or fences, then if you stand behind that, any mob on the other side that could see you should attempt an attack, however other mobs away from that line of sight should still not see you.

 

3. Have a category of blocks a mob can or cannot spawn on:

Currently in PoC, all mobs, including monsters and animals have the ability to spawn on every kind of block you can walk on in the game, including both solid and transparent blocks, allowing all the mobs to be on top of trees and stuff, even though giving mobs less area of spawn does increase the amount of mobs that will spawn in available space, it can also allow you to have more control on where they can or cannot spawn, and in areas where it's covered in the unspawnable blocks, none will spawn at all.

 

Most mobs, especially monsters, should be limited to spawning only on solid blocks, such as all non-see-throughable blocks that take up a full block of space(example: dirt, sand, stone, plank, or bricks), and should not have the ability to spawn on transparent blocks(example: glass, leaves, fences, slabs, lilly pads, trapdoors, or fences).

Prehaps maybe chickens, spiders, and ocelots could still spawn on leaves though.

Most animals should only spawn on natural surface blocks, for example; dirt-with-grass, dirt, sand, or gravel, and shouldn't spawn on crafted block materials, on underground blocks such as stone, or on hoed farmland blocks, this should stop the animals from spawning in the trees, and make animal spawnrates increase by a slight amount.

 

And that concludes my suggestions to nerf monster spawns, and how to prevent monsters being agressive through walls, hopefully something can be done with the monsters of PoC to make them more manageable.

Bob
Bob's picture

Some of us adapt to living in the machine and others adapt the machine. You my friend clearly have the skills of the latter whilst I’m restricted to the  former. I like your suggestions - in particular the limiting spawn radius around the player but not too far, most mobs don’t wander far and I fear they’d become arrow fodder too easily. Similarly if they had line of sight only the game would lose the surprise attack factor from mobs. It’s s fine balance they must play to keep up the threat but not overwhelm the player. Certainly if you are outside at night I think player death should be very likely - I like that level of threat. My building has adapted to the current algorithm by using light as the main defence - the surroundings of my base are well lit to limit spawning, my walls are 3-4 blocks away from where I walk to stop creepers auto exploding. I need to do some tree loping by the sounds of it - I’ve just planted a forest within my walls but it sounds like my trees will be spawn points (it’s hard to light the tops of trees - so yes - please limit block types certain mobs can spawn on.). Maybe a spider spawning on a tree is fine (realistic) but a big slime monster or a witch thing...well that’s ridiculous). . I haven’t worked out a wall  design to stop spiders yet but hey my golems need exercise.

the more I think about you’re right - mob spawning needs work - but I don’t think nerfing the threat is needed just finetuning the features.

BlueTangs Rock3
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Bob wrote:

Some of us adapt to living in the machine and others adapt the machine. You my friend clearly have the skills of the latter whilst I’m restricted to the  former. I like your suggestions - in particular the limiting spawn radius around the player but not too far, most mobs don’t wander far and I fear they’d become arrow fodder too easily. Similarly if they had line of sight only the game would lose the surprise attack factor from mobs. It’s s fine balance they must play to keep up the threat but not overwhelm the player. Certainly if you are outside at night I think player death should be very likely - I like that level of threat. My building has adapted to the current algorithm by using light as the main defence - the surroundings of my base are well lit to limit spawning, my walls are 3-4 blocks away from where I walk to stop creepers auto exploding. I need to do some tree loping by the sounds of it - I’ve just planted a forest within my walls but it sounds like my trees will be spawn points (it’s hard to light the tops of trees - so yes - please limit block types certain mobs can spawn on.). Maybe a spider spawning on a tree is fine (realistic) but a big slime monster or a witch thing...well that’s ridiculous). . I haven’t worked out a wall  design to stop spiders yet but hey my golems need exercise.

the more I think about you’re right - mob spawning needs work - but I don’t think nerfing the threat is needed just finetuning the features.

Thank you for the response laugh I do wish that mobs didn't auto agro on players when they aren't in line of sight though.

To prevent spiders from climbing over your walls, on the outer side, you can put an overhanging block or slab against the side near the top, as spiders can only climb upwards against a wall, but not under a block, so when they get to it, they either fall back down, or get stuck under the block, and not at the other side of the wall.

Hope this helps! laugh

Silverflame
Silverflame's picture

I like it when cows randomly spawn in my underground base it's easier to bring them into my farm then

BlueTangs Rock3
BlueTangs Rock3's picture

I think this might be a good time to bring this up again, thanks Pocadimin for noticing our problems with the whole 350 coordinate problem and the other well-known problems. laugh

BlueTangs Rock3
BlueTangs Rock3's picture

I felt that prehaps this time there could finally be some Solverlabs attention to this problem. 

Andre-YT
Andre-YT's picture

BlueTangs Rock3, Yep atleast nerf the Mob damage! That is really annoying! And the Harm damage should be 1.5 again too! What about a Voting for this or something!

BlueTangs Rock3
BlueTangs Rock3's picture

Andre-YT wrote:

BlueTangs Rock3, Yep atleast nerf the Mob damage! That is really annoying! And the Harm damage should be 1.5 again too! What about a Voting for this or something!

Dang, you commented fast, lol. I've heard that supposedly mobs do a insane amount of attack damage now, and actually experienced that problem a few days ago where I almost died from a spider and a giant slime in just a few hits even with a full set of newly crafted diamond armor, lol. 

Andre-YT
Andre-YT's picture

BlueTangs Rock3, Lol i comment fast because i wanna answer admin something now again about the Bed and Update game Monster soon. But yea this Damage is insane and op they have to nerf it alot i was almost dead too! And harm is too unbalanced and need to be nerfed for more fun in PvP as Harm Spam!

RedTangs Rock3
RedTangs Rock3's picture

that is true. Mobs are hecka stronger now.

BlueTangs Rock3
BlueTangs Rock3's picture

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Andre-YT
Andre-YT's picture

BlueTangs Rock3, Thanks for help! Monster Damage are really unbalanced now! And Harm Arrows too they can  kill u in 2 seconds! 3 Hearts are really op! Nerf them too 2 Hearts again! Video about the Cave Event+ At 2:25 u can see how much unfair it is this destroy fun Admin!

Andre-YT
Andre-YT's picture

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