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Classically, civcraft has always had a pretty low amount of hostile mobs spawning. Mostly this was always for performance reasons, as the server could not handle a lot of mob AI all at once. It also had the effect of making hostile mobs and their drops a treat, instead of an extremely common occurrence.
In CivClassics, however, the mobs are too common. I have covered my entire town with torches every couple of blocks, and yet there are still hostile mobs spawning even during the daytime. This would be OK if it was only the occasional zombie, but there are deadly skeletons that now actively run away and strafe the player. This is terrible, considering how a naked player can be 4-shotted by a skeleton and how difficult getting even iron armour is now. Even worse, however, are the goddamned creepers that spawn even during the day, sneak up on players and leave budding, cozy towns a mess of craters, half blown-out buildings and dead loot piles from newfriends who forgot to save their spawn in a bed and who then quit the server immediately.
To fix this issue, I propose an easy two-step solution:
Turn down the spawn rate of hostile mobs, especially skeletons, to null during the daytime and decently rare at night. Finding a hostile mob should be a treat, not a chore
Remove block damage for creepers while still allowing player damage. There is no real reason the map should be polluted by creeperholes and unreinforced bungalows should be blown apart by the all-to-common creepers. Challenges to civilization building already come in many other forms in this server, creepers are extremely annoying and just encourage newfriends to ragequit and terrain ugliness. Removing block damage would be a great way to at least keep the map intact while still making creepers a threat.
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- 8 years ago
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