CleverNucleus / playerex

Adds RPG attributes to Minecraft using the Fabric ecosystem.
MIT License
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[Feature Request] Mob leveling system #78

Open Balakay420 opened 2 years ago

Balakay420 commented 2 years ago

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 commented 2 years ago

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.

Balakay420 commented 2 years ago

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 commented 2 years ago

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 commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

can you show how do you cap it using datapack?

bugescape commented 1 year ago

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

Elekjid commented 1 year ago

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 commented 1 year ago

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 commented 1 year ago

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

emibanana commented 1 year ago

@CleverNucleus

emibanana commented 1 year ago

please provide method to cap the leveling system

CleverNucleus commented 1 year ago

@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 commented 1 year ago

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 commented 1 year ago

@emibanana Please see the wiki.