Currently the Dungeons project feels unfinished for me. I know we have had a lot of positive feedback on it so far. However, I would personally like to take the newest mythicmobs update into account and take the time to completely revamp and improve upon the original project... if we have enough support/desire to have it done within the community.
One of the biggest issues with our code base right now is the fact that all of our tiers and factions are combined internally. For example we have T1_UNF_WARRIOR as an internal mob name, whereas I feel we should simplify this for various reasons related to having a centralized codebase for all of our custom mob projects.
I propose redoing of all the spawners and internal mob names in preparation of upcoming sweeping changes to the script repository for MM we have. One of these changes would be to simplify all the mob names down to
Faction_Class, example: Bandit_Warrior, Unforgiven_Mage, etc.
We can then further refine this system down for having custom mobs. We should toss out the idea of having;
minion, elite, boss, and summons.
And instead implement them as harder and more difficult versions to add variation to the mob spawns. Also, taking into account spawn density and locations I feel we should lower the overall health of all the mobs by about 20% starting in Tier 1 and upto 50% in Tier 6. Tier 7 mobs should however be about where Tier 6 mobs currently are in health, however, be far more dangerous in terms of attacking power.
For the sheer grindy content, I would like to ease down the HP of T1-T6 mobs for leveling purposes, and for purposes of pushing content with better drops and rewards I would like to leaving 'auto-hit' skills out of the Tier 7 mobs. And make those more of a 'this can be dodged'. (To an extent. I plan to leave at least one or two skills across these T7 mobs that will trigger normally as part of the mechanics, for diversity this can't be avoided.) However, the harder hitting, two, three, or maybe even one shot mechanics will definitely become dodgeable through sheer skill.
As for the Elite and Boss and Uber Bosses, I feel we should just simplify this down to
Bandit_Elite_Guard, Bandit_Mercenary, Bandit_Wizard, etc. and we should stray away from the Faction_Class and just use the name of the elite mob as the filler. In 99% of cases this will be the actual full name of the mob instead of abbreviated tiered factioned off names.
This will make reading everything more clear for anyone who plans to work on the repo in the future, or who may want to re-use this content elsewhere in our network. As well as helping simplify the legibility of the mob spawners and what they're actually spawning.
Another change coming with MythicMobs 2.3 are new mechanics and new internal things as well as new config layouts. Several of these changes is something called BaseDamage{} which has several options, HealPercent{} and new targeters and location mechanics as well as scoreboard tracking among other cool things and bugfixes.
This will allow me to finally create a meta-skill to fire off level-based skills with a single line of code.
For example, I could create the meta skill, which we would add in 1 line to the mob;
And then have;
For the sake of simplicity I didn't put any particle effects on this, but it would mechanically scale by level, and only fire the appropiate skill on a cooldown of 8 seconds, while also scaling the multipliers for damage and self heals (since it's a raging ogre skill you know?)
This will mean we would have a larger skill config ultimately but simplify the mob database significantly. We could use just 1 mob, and 1 skill line on that mob and have it scale no matter how we configure the spawner and for whatever level it is. We can also make mobs gain levels (and heal) if they kill players! So, some very interesting stuff can happen!
Along with taking the time to add these meta skills in for each faction of mobs, I would also take the time to change and add in particle effects for EACH faction, and have the feedback be different.
For example; WitherFire and HungeringMaw are the same mage skills across all factions, in the future we can change them to maybe do a different effect like slow, blind, stun, suffocate, as well as use correspondingly different particles, and rename the feedback of the skill so it FEELS different as the player levels up. Mechanically, they would vary slightly, however the damage values, and hp values of mobs would remain loosely similar if the mobs were the same level.
Obviously for the caster mobs what I mean by this is something like so;
So they'd both be similar, but they would also use the same scaling values, and if you multiply those by 70, you would get similar-ish stats across the mobs.
For example if we used HP increases of 25 per level, the mobs would have around 70x25+baseHP at level 70, which means it would only vary by any sort of percieved racial mob differences, and mechanically this wouldn't matter much, but for the players it would represent lore and statistically vary enough to be interesting.
So, in other words; all of our modifiers would vary based on the mob type, and so would the base faction stats of that type, but the scaling of the mobs between similar 'class' types would be identical. That said, keep in mind the skills would be getting revamped and become meta skills that scale by level, so tiny differences here would equate to larger differences in fighting prowess later.
For example a mob that heals itself 10% everytime it lands a special attack would heal 185 health if it had 1850 hp, and if there was a faction with higher proportions of HP and lower base damage, it would heal more if it had a similar skill but the damage would not scale as much. I believe this would also add an edge on skill diversity by taking fully into account racial differences of the mobs.
Internally, we use a class system similar to how heroes already functions. We typically have Warrior, Archer, Mage, Scout, Rogue, Healer, Berserker, then Elite Warrior, Elite Archer, Elite Mage, and then unique bosses. The only other mobs we have in this limited system would be summoned minions if we're even using those.
So this is a major reason why I would like to diversify and expand the system in anticipation of the upcoming Adventure server, as well as in preparation for any unknowns, like if we release a minigames server, or have custom mobs on factions, etc.
Which brings me to another good point with the new MM 2.3.0. We also have the ability now to spawn mobs around a radius of the players. However, it is currently not within my scope of knowledge on how to scale mobs by the # of players in a radius.
MM does have a signaling system but it doesn't work in reverse, and seems like it would bug out. There doesn't seem to be an easy way to have mobs realize more players are nearby (especially elites or bosses) and have them scale HP to the # of the players nearby. Preferably, they would scale based on the # of players in combat with the mob, and leave combat if any extra players run outside of their combat range and scale back down, even if that means losing extra health and dying or being stuck at 1HP. Unfortunately MM isn't quite this tailored yet to allow for super custom mechanics.
If anyone else is excited or would like to see some of these changes in the near future, I am looking for constructive feedback on how to improve the system, as well as suggestions for various faction-based skills or input on numbers and how we should balance them.
Things to keep in mind for this are, any minecraft effect, or particle can be used, and we can do a lot of things with lines, squares, rings, spheres, etc. Spheres can be warped to look like ovals, and squares can become rectangles, lines can extend to infinity or be very short, I can also do projectiles, and homing missiles, and effects that target invisible mobs and then disappear to deal damage in an area.
Thanks!
-Xexorian
One of the biggest issues with our code base right now is the fact that all of our tiers and factions are combined internally. For example we have T1_UNF_WARRIOR as an internal mob name, whereas I feel we should simplify this for various reasons related to having a centralized codebase for all of our custom mob projects.
I propose redoing of all the spawners and internal mob names in preparation of upcoming sweeping changes to the script repository for MM we have. One of these changes would be to simplify all the mob names down to
Faction_Class, example: Bandit_Warrior, Unforgiven_Mage, etc.
We can then further refine this system down for having custom mobs. We should toss out the idea of having;
minion, elite, boss, and summons.
And instead implement them as harder and more difficult versions to add variation to the mob spawns. Also, taking into account spawn density and locations I feel we should lower the overall health of all the mobs by about 20% starting in Tier 1 and upto 50% in Tier 6. Tier 7 mobs should however be about where Tier 6 mobs currently are in health, however, be far more dangerous in terms of attacking power.
For the sheer grindy content, I would like to ease down the HP of T1-T6 mobs for leveling purposes, and for purposes of pushing content with better drops and rewards I would like to leaving 'auto-hit' skills out of the Tier 7 mobs. And make those more of a 'this can be dodged'. (To an extent. I plan to leave at least one or two skills across these T7 mobs that will trigger normally as part of the mechanics, for diversity this can't be avoided.) However, the harder hitting, two, three, or maybe even one shot mechanics will definitely become dodgeable through sheer skill.
As for the Elite and Boss and Uber Bosses, I feel we should just simplify this down to
Bandit_Elite_Guard, Bandit_Mercenary, Bandit_Wizard, etc. and we should stray away from the Faction_Class and just use the name of the elite mob as the filler. In 99% of cases this will be the actual full name of the mob instead of abbreviated tiered factioned off names.
This will make reading everything more clear for anyone who plans to work on the repo in the future, or who may want to re-use this content elsewhere in our network. As well as helping simplify the legibility of the mob spawners and what they're actually spawning.
Another change coming with MythicMobs 2.3 are new mechanics and new internal things as well as new config layouts. Several of these changes is something called BaseDamage{} which has several options, HealPercent{} and new targeters and location mechanics as well as scoreboard tracking among other cool things and bugfixes.
This will allow me to finally create a meta-skill to fire off level-based skills with a single line of code.
For example, I could create the meta skill, which we would add in 1 line to the mob;
Code:
OgreSmash:
Skills:
- skill{s=OgreSmash1}
- skill{s=OgreSmash2}
And then have;
Code:
OgreSmash1:
Cooldown: 8
Conditions:
- Level 1-10
Skills:
- BaseDamage{m=1.20;ignorearmor=true} @target >0 1
- HealPercent{m=0.025} @self >0 1
OgreSmash2:
Cooldown: 8
Conditions:
- Level 11-20
Skills:
- BaseDamage{m=1.25;ignorearmor=true} @target >0 1
- HealPercent{m=0.03} @self >0 1
For the sake of simplicity I didn't put any particle effects on this, but it would mechanically scale by level, and only fire the appropiate skill on a cooldown of 8 seconds, while also scaling the multipliers for damage and self heals (since it's a raging ogre skill you know?)
This will mean we would have a larger skill config ultimately but simplify the mob database significantly. We could use just 1 mob, and 1 skill line on that mob and have it scale no matter how we configure the spawner and for whatever level it is. We can also make mobs gain levels (and heal) if they kill players! So, some very interesting stuff can happen!
Along with taking the time to add these meta skills in for each faction of mobs, I would also take the time to change and add in particle effects for EACH faction, and have the feedback be different.
For example; WitherFire and HungeringMaw are the same mage skills across all factions, in the future we can change them to maybe do a different effect like slow, blind, stun, suffocate, as well as use correspondingly different particles, and rename the feedback of the skill so it FEELS different as the player levels up. Mechanically, they would vary slightly, however the damage values, and hp values of mobs would remain loosely similar if the mobs were the same level.
Obviously for the caster mobs what I mean by this is something like so;
Code:
Unforgiven_Mage:
Health: 450
Damage: 25
Armor: 5
# And then we'd have
Ogre_Mage:
Health: 500
Damage: 20
Armor: 5
So they'd both be similar, but they would also use the same scaling values, and if you multiply those by 70, you would get similar-ish stats across the mobs.
For example if we used HP increases of 25 per level, the mobs would have around 70x25+baseHP at level 70, which means it would only vary by any sort of percieved racial mob differences, and mechanically this wouldn't matter much, but for the players it would represent lore and statistically vary enough to be interesting.
So, in other words; all of our modifiers would vary based on the mob type, and so would the base faction stats of that type, but the scaling of the mobs between similar 'class' types would be identical. That said, keep in mind the skills would be getting revamped and become meta skills that scale by level, so tiny differences here would equate to larger differences in fighting prowess later.
For example a mob that heals itself 10% everytime it lands a special attack would heal 185 health if it had 1850 hp, and if there was a faction with higher proportions of HP and lower base damage, it would heal more if it had a similar skill but the damage would not scale as much. I believe this would also add an edge on skill diversity by taking fully into account racial differences of the mobs.
Internally, we use a class system similar to how heroes already functions. We typically have Warrior, Archer, Mage, Scout, Rogue, Healer, Berserker, then Elite Warrior, Elite Archer, Elite Mage, and then unique bosses. The only other mobs we have in this limited system would be summoned minions if we're even using those.
So this is a major reason why I would like to diversify and expand the system in anticipation of the upcoming Adventure server, as well as in preparation for any unknowns, like if we release a minigames server, or have custom mobs on factions, etc.
Which brings me to another good point with the new MM 2.3.0. We also have the ability now to spawn mobs around a radius of the players. However, it is currently not within my scope of knowledge on how to scale mobs by the # of players in a radius.
MM does have a signaling system but it doesn't work in reverse, and seems like it would bug out. There doesn't seem to be an easy way to have mobs realize more players are nearby (especially elites or bosses) and have them scale HP to the # of the players nearby. Preferably, they would scale based on the # of players in combat with the mob, and leave combat if any extra players run outside of their combat range and scale back down, even if that means losing extra health and dying or being stuck at 1HP. Unfortunately MM isn't quite this tailored yet to allow for super custom mechanics.
If anyone else is excited or would like to see some of these changes in the near future, I am looking for constructive feedback on how to improve the system, as well as suggestions for various faction-based skills or input on numbers and how we should balance them.
Things to keep in mind for this are, any minecraft effect, or particle can be used, and we can do a lot of things with lines, squares, rings, spheres, etc. Spheres can be warped to look like ovals, and squares can become rectangles, lines can extend to infinity or be very short, I can also do projectiles, and homing missiles, and effects that target invisible mobs and then disappear to deal damage in an area.
Thanks!
-Xexorian
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