Update to mob cap
Alright, so I have been working on ideas for how to make the mob cap system work in such a way that makes the loss be equal and people not lose everything. This is the idea that I have come up with that should have a balance between satisfying the users while keeping the server stable.
So the basic idea is to split the map into sectors and limit mobs in quadrants as well as globally. The current PvE map is 6000x6000, each chunk is 16x16, the map would be divided into 15x15 quadrants. What this would mean is that there are 225 quadrants on the map. Each quadrant would be 25x25 chunks. So the map would be broken up like so
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So what we would do is have a mob cap across the whole map for mobs, if we focus just on sheep for now, say we allow 1500, that would allow 6.6667 (so we will round that to 7) per sector. Now, this does not mean you can only have 7 sheep. What this means is that you will never go below that seven. If there are sectors (which there will be) that do not have their max count, you will be able to have more in your sector to a maximum (tbd). This will ensure that you wont lose all of sheep (you will have at least 7).
I know that while this might not be the best solution, but it is the solution that I think works best for this situation, and hopefully we will be able to remove this eventually when 1.3 comes out. But for now, this is kind of what we are left with.
If you have ANY valid input towards this, please voice it, if you have nothing constructive to say, then don't bother.
On another side note, I would like that say that I am very disappointed in the way that this community has reacted in this situation. I understand that things kinda got screwed up with last solution, but when this server is being run by volunteers in their free time, you harassing admins in mumble, etc when it has already been said that a solution would be worked on when I was not at work. For shame.
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Post Details
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- 12 years ago
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- reddit.com/r/mcpublic/co...