V
Violettee
Not Registered
Sure the concept of custom mobs is an exciting one. These are your usual set of foes ranging in difficulty and later rewarding you with unique mob drops to add to your lore and material collections. However there is one massive flaw, they make factions unbearable. Many have argued that they are the main source for lag, others are more concerned that even the most experienced players struggle to survive their hordes. The spawn rate between common, enchanted and uncommon is unforgiving, making the already ruthless survival worlds all that more inaccessible to new players (See this). I feel that in their masses these mobs are no longer seen as special or exciting encounters, but rather a nuisance, pests if you will.
Originally I had argued to confine Massivemobs to a singlar world, much like how they were back in testing, however, I understand why Massive might not opt for this outcome.
A) Reduce Common, Enchanted & Uncommon and replace the many with a few, more individual entities.
B) Make Common, Enchanted & Uncommon mobs weaker but make the items they drop significantly different or useful.
But ultimately what I would like to see is Massive put more emphasis on "MASSIVE"mobs.
See Bosses.
Up the spawn rate of these otherwise never seen Rare and Epic mobs. I feel that these are more exciting and Faction engaging mobs. Most people shy away from hordes of enchanted or uncommon but a sighting of a titan or ancient will draw factions out and have them working as a team or even have factions fighting to defeat it first at a chance of salvaging it's loot. More chance of encounters with a leviathan roaming the oceans or a dread wraith guarding it's land will surely encourage travel as players count on such events.
I understand that some of these mobs will be pitched into dungeons, should that even be pushed forwards. But I think Massivemobs could create a more dynamic and exciting environment in the factions world with the RIGHT Massivemobs.
Please post your opinions, ideas or solutions in the comments section below. Thank you.
(I understand there are some restrictions on tech rn but I'm thinking of this without obstacles.)
Originally I had argued to confine Massivemobs to a singlar world, much like how they were back in testing, however, I understand why Massive might not opt for this outcome.
A) Reduce Common, Enchanted & Uncommon and replace the many with a few, more individual entities.
B) Make Common, Enchanted & Uncommon mobs weaker but make the items they drop significantly different or useful.
But ultimately what I would like to see is Massive put more emphasis on "MASSIVE"mobs.
See Bosses.
Up the spawn rate of these otherwise never seen Rare and Epic mobs. I feel that these are more exciting and Faction engaging mobs. Most people shy away from hordes of enchanted or uncommon but a sighting of a titan or ancient will draw factions out and have them working as a team or even have factions fighting to defeat it first at a chance of salvaging it's loot. More chance of encounters with a leviathan roaming the oceans or a dread wraith guarding it's land will surely encourage travel as players count on such events.
I understand that some of these mobs will be pitched into dungeons, should that even be pushed forwards. But I think Massivemobs could create a more dynamic and exciting environment in the factions world with the RIGHT Massivemobs.
Please post your opinions, ideas or solutions in the comments section below. Thank you.
(I understand there are some restrictions on tech rn but I'm thinking of this without obstacles.)
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