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Miner239

Regional Difficulty

10 posts in this topic

I realized that the devs already have plans for TFC2, so I posted this here. Spreadsheet.

 

Basically, the more you go from x=0, the stronger the monsters become. This is realized using a points system. More points can be awarded for mobs that spawn further from x0.

 

For example, a zombie(i'll always use zombies for examples) that spawn on x1000 can somehow have only 45 points, which gives 16 HP, 0.05 m/s speed, 0.4 damage, 0.5% armor, 2.5 regen, and drops 8.6 xp (and 44.5 mana).

 

But it can also have 1834 points, which gives 656 HP, 0.2 m/s, 200 attack, 5.8% armor, 12.6 HP/s, and drops 24.3 xp (and 223.4 mana).

 

Some tries for x500:

Health Speed Attack Armor  Armor% Regen E. HP Mana     Exp  Rating
623.92 4.442 72.67  111.07 10.00  5.90  693.2 83.78439 15.4 437.84
488.35 4.626 59.21  161.37 13.89  9.22  567.2 117.2759 18.3 772.76
650.18 4.534 47.55  133.44 11.77  15.17 736.9 116.8746 18.3 768.75
568.80 4.516 75.37  109.21 9.85  10.63 630.9 92.76063 16.3 527.61
604.48 4.465 39.91  140.71 12.34  11.83 689.5 97.69393 16.8 576.94
649.27 4.590 41.21  132.80 11.72  12.52 735.5 114.5798 18.1 745.80
596.80 4.653 42.93  125.40 11.14  16.23 671.6 127.2214 19.1 872.21
526.01 4.487 41.11  112.48 10.11  7.56  585.2 70.9531 14 309.53

 

And some for x2000:

Health  Speed Attack Armor  Armor% Regen E. HP  Mana     Exp  Rating
1151.32 4.765 361.61 227.32 18.52  17.46 1413.0 365.4345 29.5 3254.35
829.28  4.844 378.23 174.24 14.84  35.05 973.8  416.2044 31   3762.04
539.46  4.565 155.84 148.91 12.96  13.96 619.8  146.4339 20.3 1064.34
886.74  4.721 59.16  238.30 19.24  26.20 1098.1 284.4623 26.7 2444.62
504.12  4.435 57.46  100.94 9.17   5.91  555.0  63.06491 12.9 230.65
697.05  4.703 194.83 183.08 15.48  21.79 824.7  244.5301 25.2 2045.30
1355.69 5.172 161.68 141.57 12.40  15.58 1547.6 403.5027 30.6 3635.03
1276.20 5.026 88.45  171.24 14.62  11.11 1494.7 319.5543 28   2795.54

E(ffective) HP.

 

The chance is equal. Max limit on points is twice times absolute(x). 

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I'm not quite sold on this idea, especially since there isn't really any benefit in going to larger x values. I would be ok with more difficult mobs depending on the Y value or "biome" specific difficulties.

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I'm definitely not sold on the idea.  It took me three and a half years of wandering before I settled down.  That trek would've been made much harder if the mobs got harder as I traveled further from spawn.  I don't like this idea at all.

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I have to agree. Without something that actually gives some sort of incentive for moving along the X axis, making mobs more difficult adds pretty much nothing to gameplay. We'd also have to revamp how spawning players happens, because as it is currently a player might spawn at X = 3,000 and be dropped right in the middle of stronger mobs than what a starting player could possible take on by themselves.

 

A system like this requires a complete rework of the game, which is why it is much better suited for TFC2.

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Is the experience gain not enough of an incentive?

 

I personally want that exact scenario to play, Kitty. If you can't survive, then go migrate to safer grounds. The feel of accomplishment that you get from building a stronghold in the middle of dangerous nowhere is what I'm after. Besides, even a copper mace is enough for me to feel safer from mobs. Smack some skellies, and you get a bow. Now snipe those mobs. No more challenge. With this addition, I think there will be always better mobs( that I haven't thought about how to better them) that will need a different tactic than go-fight-win. 

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For many players, no. The experience gain is not enough of an incentive. Especially if the player gets spawned in an area that has mobs that would require red steel in order to kill. I don't care how good you are at combat, without any metal tools no player is going to survive that. And expecting them to migrate to safer grounds also is not a valid excuse, because most players are going to die travelling the thousands of blocks to get to safer ground, and then they are stuck back at that spawn with the super hostiles. And don't say that they can just find a world with a different seed, because most players are using the seed for finding specific terrain. I can only imagine how extremely frustrating it would be to find the perfect world seed that has all the needed starting materials, and the woods that you want to build with, only to be 1-hit killed by every mob in sight.

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Is it possible for tfc2, to always spawn the player at the 0,0 coordinates?

That would solve one issue.

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TFC2 is a complete rewrite of world generation, with full control of exactly where the player is going to spawn. The flaws I brought up in this topic are flaws specific to TFC1, and have nothing to do with TFC2.

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okay this debate is already over,im realllyyyy late,but i have another idea,if we could control the spawn point like someone said earlier,maybe with these tougher monsters roaaming about the more you trek east or west,it could give the players an limit or on how far they could go,this could be good or bad depending on peoples opinions though,but its possible for tfc2,but i believe this would be better as a add on of some sort,and let people choose if they want it.

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Yeah, if this was an add-on, then I'd wholeheartedly support it with my own means. Someone start it and I might be able to take over.

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