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Suggestion "The Mob" event.

Yay, Indifferent, Nay

  • Yay

    Votes: 7 100.0%
  • Indifferent

    Votes: 0 0.0%
  • Nay

    Votes: 0 0.0%

  • Total voters
    7

Perotin

Moderator
Moderator
Duke
First off -- I will say that the idea is original of @Escad_ , I wasn't even thinking of having a mob that grows in power, but it is an awesome idea for a few reasons.

Mechanically, this would have to be an event that would require (almost) the entire server to band together if "The Mob" (lore team would need to create a better name) got too powerful.

It would start off unannounced, giving The Mob time to gain power so it would not die right away- say when it reaches 50% of its power, a message is announced on the server/discord detailing the mob and its "unparalleled growth". It would need to have pretty significant base damage/powers to stand a chance against a multitude of players-- and honestly, I wouldn't mind if the server lost against The Mob (i/e the server let it get too powerful).

So why is it actually an awesome idea?

1. It would be a great way to unify the server-- a roaming monster that doesn't stop growing?!?

2. It would keep players on edge and give the server suspense - that any mob they kill could potentially wreak havoc on Dyescape, or the lack to do so rather.

3. You could advertise Dyescape by portraying The Mob as some great villain, which would be a pretty epic advertising campaign.
 
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KabbyDankGod

Wiki Team
Wiki Team
Baron
I've had a few thoughts about this, and came up with a few additions to this "mob". You could make "the mob" an amalgamation of sorts. It would randomly get skills from each of the classes and maybe a pool of other skills outside of the players. Then every "tier" or level the mob gains it would get new skills to go with it. It could also be placed on a random location in the world making it "harder" to find in its initial stage. You could also have it drop better items the stronger it gets so there is an incentive to let it kill someone. Though you'd have to limit it to maybe only a few deaths per player.
 

Perotin

Moderator
Moderator
Duke
I've had a few thoughts about this, and came up with a few additions to this "mob". You could make "the mob" an amalgamation of sorts. It would randomly get skills from each of the classes and maybe a pool of other skills outside of the players. Then every "tier" or level the mob gains it would get new skills to go with it. It could also be placed on a random location in the world making it "harder" to find in its initial stage. You could also have it drop better items the stronger it gets so there is an incentive to let it kill someone. Though you'd have to limit it to maybe only a few deaths per player.

Good thoughts. I was also thinking that The Mob could be intelligent and target players weaker than itself. For example, it'd track down lower-level players/ people alone in order to get stronger. Obviously, you don't want to kill fresh players with some end-game mob, but have it go for lower-tier players moreso than higher-tier. Another idea is that you spawn The Mob every x months or so, given that the odds of it surviving its initial phase would be somewhat low. Would create a continuous sense of urgency which would be fun. You could have a bounty system as well to give incentive to kill the mob (although I think there will be plenty incentive).
 

MrDienns

Lead Developer & Technology Manager
Manager
Developer
It would be a great way to unify the server-- a roaming monster that doesn't stop growing?!?

There should always be some kind of limit, making it infinitely growing is just undefeatable and at that point, everyone would just avoid it.

I really like the idea. Depending on how the monster should become stronger, it can easily be implemented by giving monsters active effects. How does this mob keep growing? Whenever it takes damage? Every x seconds whenever there's a player nearby? Every x seconds for every player? Take player levels into account? Etc etc.
 

KabbyDankGod

Wiki Team
Wiki Team
Baron
There should always be some kind of limit, making it infinitely growing is just undefeatable and at that point, everyone would just avoid it.

I really like the idea. Depending on how the monster should become stronger, it can easily be implemented by giving monsters active effects. How does this mob keep growing? Whenever it takes damage? Every x seconds whenever there's a player nearby? Every x seconds for every player? Take player levels into account? Etc etc.

@MrDienns the original suggestion was when the mob kills a player / mob
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MrDienns

Lead Developer & Technology Manager
Manager
Developer
@MrDienns the original suggestion was when the mob kills a player / mob
unknown.png

I see. Well there's multiple implementations we could make from this idea. Y'know that dragon from Hercules? That Hydra thing? Would be cool that if you kill a mob, it'll just respawn, but stronger, until it reaches a certain max and eventually just goes kaboom.
 

Perotin

Moderator
Moderator
Duke
I see. Well there's multiple implementations we could make from this idea. Y'know that dragon from Hercules? That Hydra thing? Would be cool that if you kill a mob, it'll just respawn, but stronger, until it reaches a certain max and eventually just goes kaboom.

The varieties are quite literally endless, which also makes this a really cool concept.

There should always be some kind of limit, making it infinitely growing is just undefeatable and at that point, everyone would just avoid it.

After a certain point, I think a couple of things could happen:

1. The Mob goes away, but everyone goes down in base damage/stats as a result for no one killing it (and hence The Mob wins)

2. The Mob is isolated to a certain area, making it easy to avoid but still possible to try and defeat if a large amount of players can rally together against it.

Honestly, I'd like the capability for The Mob to win, it makes it more interesting knowing that you might not be the victor for once.

As for the specifics of how/when to upgrade, that could honestly go in a thread of its own-- I would say as a basis that its "growth" should be relative to the player's stats, so The Mob killing a higher-tier player grows more stronger etc.
 

KabbyDankGod

Wiki Team
Wiki Team
Baron
As for the specifics of how/when to upgrade, that could honestly go in a thread of its own-- I would say as a basis that its "growth" should be relative to the player's stats, so The Mob killing a higher-tier player grows more stronger etc.

I think you could maybe have "the mob" get a portion of each stat the player has, for example, if he always takes 5% of players stats onto itself, when a player with 100 strength dies to it, "the mob" gains 5 strength. Could limit it to the highest stat or something along those lines.
 

BrettPlayMC

Noble
Noble
Kind of reminds me of Thanos... slowly growing over time in the background and then becoming his own huge threat that needs to be faced.
 
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