stujones11 / minetest-3d_armor

Visible player armor & wielded items for minetest
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Armor is over-powered for mobs #127

Closed stujones11 closed 6 years ago

stujones11 commented 6 years ago

It is a well known issue that the current armor defaults are overly protective for the majority of mob mods, resulting in immunity from many mobs wearing only the most basic of kit. I have opened this to discuss what can be done to address the various issues.

Right now the only option available is to reduce overall armor effectiveness using the global configs armor_level_multiplier & armor_heal_multiplier which can be set in minetest.conf or overridden by other mods via the global armor.config table. The obvious downside is that the armor also becomes less effective for pvp, though some have reported it to be over-powered there, also.

Along with some re-balancing of the default armor levels, one thing that could help greatly would be to increase the max player hp from 20 to 100, this would offer the chance for mobs to do relatively smaller amounts of damage. This, however, needs to be done by the host sub-game.

Another possible solution is to add some kind of 'anti-heal' mechanism, similar to 'heal' but instead applies negative hp based on chance, though I'm not quite sure yet how that might be implemented.

Ideas and PRs are welcome :)

stujones11 commented 6 years ago

From the lack of response, I can only conclude that this is really a non-issue :P)