tweak dragon spawn rates #6665
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#6665
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Originally posted by @AliasAlreadyTaken in #6663 (comment)
Still, there is some "inbalance" in dragons.
define "imbalance"
Drop rates, spawn rates and power level.
Personally I don't think dragons need any balancing (other than the fact they should always drop at least one scale upon death no matter what), instead I think it is instead what you make out of them that needs balancing
they are already coded to drop either 1 or 2 scales on every death, but those drops might get destroyed through various means. i'm not aware of any way for drops to fail entirely, and that's something i've had attention on.
apparently, in Parrish's case recently, the drops got grabbed by a vacuum tube. a solution to that confusion might be some form of logging.
we also learned that drops can be destroyed by explosions when we were debugging balrog whip drops - at the least, we should add the same protections we a to dragon scales.
Under what circumstances is it desirable that dropped items get destroyed by explosions or similar? Is that a performance consideration?
Wouldn't it be most simple to make __builtin items not destroyable by explosions altogether?
Iirc you once made it so that dragons dont drop any scales if they don't get killed by a player, did you not?
Good call, you should probably consider adding that
True, if dragons are killed by anything but a player, they don't drop dragon scales. With 200 HP and everything killing everything in the nether, a dragon doesn't survive very long and a player needs to hastily try to kill it in company with and competition against all other damage sources.
That's unreasonable, dragons are meant to be the apex predator of the Nether, much like the balrog is meant to be apex predator of the Deep.
It's funny now that you bring that up, since if you think about it comparatively dragons are threatwise a borderline joke in terms of threat level in the nether. explosive damage? withers are far far deadlier and spawn far more often. general mob damage? whips, screw whips, and also even iron golems are more dangerous damage wise. Hell, when fighting my dragons I was more likely to die to fall damage/evokers.
I do however think the only way to rebalance dragons to fit in with this view is to overhaul them and all their drops.
Perhaps the dragons could be rebalanced to have a massively increased HP pool, alongside a heavily buffed fire attack, but now will always drop scales? (but are guaranteed to drop more when being killed by a player - i know the original patch was made to screw with people named shanish) In addition, I think dragons should have like a 3x increased spawn rate on deep netherrack, aka the unabashedly most dangerous node/area in the nether because the nether's dangerous and stupid instakill mobs like whips and iron golems spawn there
I would like to see dragons more often than once per years.
But please, before you change spawn rate, make sure there is no way to afk farm it - then scales would lose their value. Just like "rare" petz.
I will try to write, explain, some of my ideas.
I suppose you know scales and whips are most expensive things on YL... So, they should be logged AND reviewed each time - maybe do snapshots of 3x3x3 mapblocks on dragon scales drop, maybe just logs, maybe just visit it with invisible account? (reviewed by devs(admins), to see anything suspicious, any afk huts)
I would do this to disable afk huts in nether (its related to dragon spawning):
reason: well one can make script to auto-walk or use carts/pets (horses/camels) to move
reason: i think you know why ;)
reason: if is private: can indicate to staff that something is wrong; if is public: deterrent effect?
But 1) is problematic, because you can very easily find mapblocks which are empty - spawnit.. So first spawnit should be fixed, imo.
Things to do about dragon:
I mean, you already have to deal with withers around, and dragon will (i hope) have more HP. Damage is not what makes it better. If you can make withers run away from dragon, then okay, im for increasing dragons damage. But now as it is, i would say no to increasing damage.
.
My story:
Luckily, after so much time spent in nether, fighting mobs of course, i found 2 dragons. That day, it was 12 hours long journey in nether.
Sadly, first dragon decided to fist fight with wither or ogre only to die after 10 seconds of fight. I had no time to do anything. No dragon scales. Thanks mobs!
Second dragon was wiser, flew near ceiling to die after 20 seconds. Wither explosions probably. I had no time to get near dragon. Again no scales. Thanks mobs!
Question, was it really that weak or just old spawned dragon with few HP left?
Anyway, 200 HP is too low for dragon which should be strongest (hp) mob in nether.
Some players said they make purple fire, but i saw no fire :( Is it bug?
I was lucky to see first dragon flying low above lava, second dragon was harder to see.
Here is screenshot of first dragon and possibly wither that killed it:
I don't think alias will put this in, as it could encourage players to just cocoon themselves in the wall and wait for nether mobs to stop spawning and bam they safe. This goes against his idea of the nether (no safe places) so...
A bounty has been placed on you be every nether farm userI approve of these changes, also gives the admins a good way to get me to shut up on asking who's in the balrog whip/dragonscale boot club
Approve, these were literally some of the changes i suggested for dragons. Maybe reduce their fireball speed but massively increase the damage?
Balrogs aint as common as you think. I don't know why so many people are running into them now, but when I go deep mining I almost never tend to run into them. Although I still think they're more common than dragons.
With all the mobs around in the nether I don’t think that massively increasing the damage of dragons is a good idea. Especially since not everyone who fights them has a balrog whip.
I can agree.
Dragons could definently use more hp overall. I believe that these days the nether mobs mod gives some dragons a max hp cap of 300 and others a max of 200
Could you add sound effects? So that if they spawn near you (above you in dark), you do not miss them. Something like balrog has...
Maybe roar when they spawn.
Yep right now the dragons were comparable to a "scale delivery". Its low HP and easily-dying properties make it sound nothing like a boss.
Dragons can be the bosses in the Nether even with little HP, simply because their scales are impervious to whither heads, balrog whips, and ele swords.
EDIT: this is something i typed up a yesterday (or the day before?) i might be missing some replies.
"realism" i suppose?
no
sure, i'd be in favor of that.
i forgot about this - #4940.
this means that there's now a 1 in 3 chance of no scale at all when killed by a player. mobs_redo drop logic is garbage - there's no way to specify that the item shouldn't drop if a player doesn't kill it, but also make the drop certain if a player does.
this is already implemented with spawnit - mobs will not spawn near players that haven't done anything for 5 minutes (i forget the exact number). of course, this can be subverted with an autoclicker or something, but that's vaguely intractable.
i'll get on that
from #5691:
i think making dragons 10 or20 times more common is warranted, other balancing issues notwithstanding.
EDIT: for reference, balrog spawn rates over the same period (includes both the depths and the nether):
Also would it be possible to reduce (or even halt) the spawn rate of mobs near other mobs? This could provide a cool indication that a dragon is nearby (as in the player suddenly realises "wait, why are all the nether mobs no longer spawning? something is terribly wrong...")
especially if the dragons are meant to be an apex predator.
I'm ok with them being immune to balrog whip fire, but the pull should still affect them (basically like how voice mobs act)
EDIT: i got very distracted when documenting my response here, apologies.
the balancing i've been aiming for with past mob balancing changes, is that a player should be taking down dragons before they try to take on a balrog, so that they can get the fire protection from dragonscale armor. dragons should be neither impossible to find, nor impossible to kill, but more reliable and challenging. vs. balrogs which should be much more dangerous for everyone, including the most-prepared players.
part of the problem with dragon balancing is the way that we currently try to scale the difficulty of the nether. because we can't provide supply quality mobs, we do quantity. imo we (well, probably me) should work on mob AI APIs that will let us make keep the nether equally dangerous without the same amount of mob spam.
imo, some spam is ok - evokers should be able to generate even more vexes than they currently do, but to balance that, the vexes should have shorter lifespans, should not be "physical" (so they can't prevent you from running away), and players need some sort of effective AOE weaponry which is more reliable than an electrumese sword.
The issue with dragons vs balrogs is that unlike the underground, the nether is actively trying to kill you. Yeah the occasional dungeon master or two would pop up, but in the grand scheme of things, the underground's very environment isn't working against you when fighting a balrog, at the most the worst it does is leaving you with a hidden fall that sends you plummeting to your death, but if that happens it's frankly on you for not lighting up the place. The nether is actively trying to kill you, so most of the difficulty in fighting dragons isn't fighting the dragons, its fighting everything that isn't the dragon (especially when trying to prevent flux's anti-farm code from triggering).
The primary issue with the nether is that the spawning when it works properly is actually BOTH quantity and quality. Some nether mobs are exceptionally difficult to kill (unless they're like the weaker ones but those aren't sought after and have bad drops anyways) because they already do so much damage (evoker, those stupid whips, iron golems, withers come to mind) and they spawn in brutally massive numbers that nether land becomes infested by them and is basically impassable. Which is also a big problem for dragon hunting because that's where dragons tend to spawn.
In addition the ability of a bunch of the aforementioned mobs to pop up and instantly kill you is part of the problem - and you need to be in the places where you risk that happening to kill a dragon ideally. I don't like this aspect, but i think if you are adamant about keeping it in, it could be done that the places where these mobs can spawn are more likely places for dragons to spawn. See what I ranted in the above suggestions.
I've been constantly asking for such a weapon, although i don't think one will likely come in due time.
Overall I think a rework of dragons would require reworking large parts of the nether alongside it which would be better sited for its own report (do we even have a nether balancing report? I keep asking that question again and again...)