Describe your suggestion:
I've noticed that some mobs seem to spawn at rounds that maybe make them a little op, regardless of map with the only exception being either a map that specifically focuses on balancing around that one mob (something we would have if Guardians didn't get removed), or on Shooting Gallery, where mob damage basically doesn't matter.
For reference, here is the list of mobs and the earliest wave they all spawn on (exact copy from the map creation format thread)
Mind you, there are plenty of mobs I do think spawn at their appropriate waves, but that doesn't stop many of them providing somewhat unfair difficulty spikes to laggy/casual players, or even seasoned veterans.
The following is a list of mobs the damage they do on Normal difficulty (the difficulty mob uses), and any special perks or anything they get:
I won't be giving specific placement request for mobs, beyond moving Silverfish and Spiders to wave 1 and moving Endermites to wave 2 (due to how little damage they do and how quickly they are dispatched).
For general consensus of where mobs are placed, I have two recommendations:
A. put higher damage/hp/armor mobs and mobs with more effects/speed rating at later rounds (perhaps even having some that spawn after wave 20?)
B. put mobs in at different waves based on their grouping and placement in standard Minecraft survival:
Weak Overworld mobs, Strong Overworld mobs, Nether Mobs, End Mobs, Dark Oak Mansion, and finally Guardians (assuming guardians ever return).
I believe that better balancing which mobs spawn on what wave is a good step to vastly improving AoD's player retention and overall popularity by making most of the maps far better paced in difficulty and letting players be properly equipped for what they must face.
Done correctly, this will make all the maps much easier to survive
(if that wither slayer achievement being made easy really bothers you that much, you can move the wither fight wave, though in all honesty, there isn't much difficulty in actually killing it once it appears if the map isn't already flooded with over powered trash mobs.
TBH, I'd just lower it by one or two tiers, even with how mob is balanced now.)
Alternatively
Because some maps are still balanced for this old system, and because I actually have some mob map ideas that would kind of require this, and also because some form of this has been asked for multiple times by multiple people, we could make all the above be simply a default setting for maps and ultimately give map makers the freedom to choose which mobs spawn at what rounds on their individual maps.
I understand that this will likely take much effort, but with this, players can actually make maps that are balanced towards themselves, as opposed to trying to balance shops and terrain to hard-set mob spawning criteria.
Are you willing to work with our staff team to implement this suggestion? (It's okay to say no)
Contact me via Steam or PM me, and I'll happily work with you guys to decide where exactly all the mobs ought to go, but as it stands now, I am only capable of sharing knowledge, experience, and ideas.
P.S. let me know if any of this is confusing.
I started typing this at about 11:30 PM - 12 AM, and have just finished at 2:04 AM.
I've noticed that some mobs seem to spawn at rounds that maybe make them a little op, regardless of map with the only exception being either a map that specifically focuses on balancing around that one mob (something we would have if Guardians didn't get removed), or on Shooting Gallery, where mob damage basically doesn't matter.
For reference, here is the list of mobs and the earliest wave they all spawn on (exact copy from the map creation format thread)
Zombie: Wave 1
Husk: Wave 1
Spider: Wave 2
Creeper: Wave 4
Slime: Wave 5
Magma Cube: Wave 6
Silverfish: Wave 7
Endermite: Wave 8
Vindicator: Wave 9
Cave Spider: Wave 10
Skeleton: Wave 10
Stray: Wave 10
Wither Skeleton: Wave 10
Zombie Pigman: Wave 12
Witch: Wave 12
Vex: Wave 12
Ghast: Wave 12
Enderman: Wave 13 (Note: Also spawns at wave 10 as mini bosses sometimes)
Evoker: Wave 14
Blaze: Wave 15
Husk: Wave 1
Spider: Wave 2
Creeper: Wave 4
Slime: Wave 5
Magma Cube: Wave 6
Silverfish: Wave 7
Endermite: Wave 8
Vindicator: Wave 9
Cave Spider: Wave 10
Skeleton: Wave 10
Stray: Wave 10
Wither Skeleton: Wave 10
Zombie Pigman: Wave 12
Witch: Wave 12
Vex: Wave 12
Ghast: Wave 12
Enderman: Wave 13 (Note: Also spawns at wave 10 as mini bosses sometimes)
Evoker: Wave 14
Blaze: Wave 15
The following is a list of mobs the damage they do on Normal difficulty (the difficulty mob uses), and any special perks or anything they get:
Mob Type | HP | Armor | Damage | Effect (if relevant) | Size (Rounded, LWH)| Speed (relative) | Gold (current)
Zombie | 20 | 2 | 3 | obsolete | 1x1x2 | Slow | 1
Baby Zombie |20 | 2 | 3 | obsolete | 1x1x1 | SONIC | 2
Spider | 16 | 0 | 2 | - | 2x2x1 | Normal | 2
Creeper | 20 | 0 | 0-49* |[lingering applied] | 1x1x2 | Slow | 2
Slime | 16 | 0 | 4 | - | 2x2x2 | - (low-jump) | 2
Magma Cube | 16 | 12 | 6 | - | 2x2x2 | - (high-jump) | 2
Silverfish | 8 | 0 | 1 | - | 0.4x0.4x0.3 | Normal | 1?
Endermite | 8 | 0 | 2 | - | 0.4x0.4x0.3 | Normal | 1?
Vindicator | 24 | 0 | 13* | - | 1x1x2 | Fast | 2
Cave Spider | 12 | 0 | 2 | Poison I - 0:07 |1x1x1 | Normal | 3?
Skeleton | 20 | 0 | 1-4 | - | 1x1x2 | Normal - SONIC | 3
Stray | 20 | 0 | 1-4 | Slowness I - 0:30 | 1x1x2 | Normal - SONIC | 3
Wither Skeleton | 20 | 0 | 7 | Wither I - 0:10 | 1x1x3 | Normal | 4?
Zombie Pigman | 20 | 2 | 8 | - | 1x1x2 | Normal | 5
Witch | 26 | 0 | - | Various | 1x1x2 | Slow | 3?
Vex | 14 | 0 | 9 | - | 1x1x0.4 | Fast NO-CLIP | 3
Ghast | 10 | 0 | 6, 0-17* | Fire | 4x4x4 | Slow Flying | 3?
Enderman | 40 | 0 | 7 | - | 1x1x3 | SONIC Teleport| 8
Evoker | 24 | 0 | 6 | Summon | 1x1x2 | Stationary | 3?
Blaze | 20 | 0 | 5, 6 | Fire | 1x1x1 | Stationary Flying | 5
Guardian | 30 | 0 | 6, 2 | - | 1x1x1 | Fish | -
Elder Guardian | 80 | 0 | 8, 2 | Mining Fatigue | 2x2x2 | Fish | -
* - has been nerfed, but it might make things more interesting if restored, provided appropriate changes are made.
Red Damage is confirmed 100% to have extra armor piercing.
Speed types Are ordered in difficulty by color: Pathetic, Easy, Standard, Mild, SPICY, WTF M8!
Zombie | 20 | 2 | 3 | obsolete | 1x1x2 | Slow | 1
Baby Zombie |20 | 2 | 3 | obsolete | 1x1x1 | SONIC | 2
Spider | 16 | 0 | 2 | - | 2x2x1 | Normal | 2
Creeper | 20 | 0 | 0-49* |[lingering applied] | 1x1x2 | Slow | 2
Slime | 16 | 0 | 4 | - | 2x2x2 | - (low-jump) | 2
Magma Cube | 16 | 12 | 6 | - | 2x2x2 | - (high-jump) | 2
Silverfish | 8 | 0 | 1 | - | 0.4x0.4x0.3 | Normal | 1?
Endermite | 8 | 0 | 2 | - | 0.4x0.4x0.3 | Normal | 1?
Vindicator | 24 | 0 | 13* | - | 1x1x2 | Fast | 2
Cave Spider | 12 | 0 | 2 | Poison I - 0:07 |1x1x1 | Normal | 3?
Skeleton | 20 | 0 | 1-4 | - | 1x1x2 | Normal - SONIC | 3
Stray | 20 | 0 | 1-4 | Slowness I - 0:30 | 1x1x2 | Normal - SONIC | 3
Wither Skeleton | 20 | 0 | 7 | Wither I - 0:10 | 1x1x3 | Normal | 4?
Zombie Pigman | 20 | 2 | 8 | - | 1x1x2 | Normal | 5
Witch | 26 | 0 | - | Various | 1x1x2 | Slow | 3?
Vex | 14 | 0 | 9 | - | 1x1x0.4 | Fast NO-CLIP | 3
Ghast | 10 | 0 | 6, 0-17* | Fire | 4x4x4 | Slow Flying | 3?
Enderman | 40 | 0 | 7 | - | 1x1x3 | SONIC Teleport| 8
Evoker | 24 | 0 | 6 | Summon | 1x1x2 | Stationary | 3?
Blaze | 20 | 0 | 5, 6 | Fire | 1x1x1 | Stationary Flying | 5
Guardian | 30 | 0 | 6, 2 | - | 1x1x1 | Fish | -
Elder Guardian | 80 | 0 | 8, 2 | Mining Fatigue | 2x2x2 | Fish | -
* - has been nerfed, but it might make things more interesting if restored, provided appropriate changes are made.
Red Damage is confirmed 100% to have extra armor piercing.
Speed types Are ordered in difficulty by color: Pathetic, Easy, Standard, Mild, SPICY, WTF M8!
For general consensus of where mobs are placed, I have two recommendations:
A. put higher damage/hp/armor mobs and mobs with more effects/speed rating at later rounds (perhaps even having some that spawn after wave 20?)
B. put mobs in at different waves based on their grouping and placement in standard Minecraft survival:
Weak Overworld mobs, Strong Overworld mobs, Nether Mobs, End Mobs, Dark Oak Mansion, and finally Guardians (assuming guardians ever return).
I believe that better balancing which mobs spawn on what wave is a good step to vastly improving AoD's player retention and overall popularity by making most of the maps far better paced in difficulty and letting players be properly equipped for what they must face.
Done correctly, this will make all the maps much easier to survive
(if that wither slayer achievement being made easy really bothers you that much, you can move the wither fight wave, though in all honesty, there isn't much difficulty in actually killing it once it appears if the map isn't already flooded with over powered trash mobs.
TBH, I'd just lower it by one or two tiers, even with how mob is balanced now.)
Alternatively
Because some maps are still balanced for this old system, and because I actually have some mob map ideas that would kind of require this, and also because some form of this has been asked for multiple times by multiple people, we could make all the above be simply a default setting for maps and ultimately give map makers the freedom to choose which mobs spawn at what rounds on their individual maps.
I understand that this will likely take much effort, but with this, players can actually make maps that are balanced towards themselves, as opposed to trying to balance shops and terrain to hard-set mob spawning criteria.
Are you willing to work with our staff team to implement this suggestion? (It's okay to say no)
Contact me via Steam or PM me, and I'll happily work with you guys to decide where exactly all the mobs ought to go, but as it stands now, I am only capable of sharing knowledge, experience, and ideas.
P.S. let me know if any of this is confusing.
I started typing this at about 11:30 PM - 12 AM, and have just finished at 2:04 AM.