Because I think it would be more fun. Different levels of mob abilities would add another dimension to the game.I have a question.
Why does it (or any mod for that matter) "need" to be balanced?
Because I think it would be more fun. Different levels of mob abilities would add another dimension to the game.I have a question.
Why does it (or any mod for that matter) "need" to be balanced?
Because I think it would be more fun. Different levels of mob abilities would add another dimension to the game.
Exactly that, a mechanic whereby you build up mob abilities such as flying and underwater movement. Maybe as simple as kill more mobs to get a permanent or temporary bonus, or some way of spending XP to improve abilities. Maybe wearing a mob head could boost mob abilities. You know, just more stuff to do. More game to play.I hope you don't mind me asking but, what do you mean with adding another dimension to the game?
I have to admit I do like the current simplicity of the mod and would like to keep it. But I can see your point. I see that some progression could be nice. I especially like the mob head idea. To continue on this path it could also be some balance you can not be a mob with all it's abilities in full quantum armour (at least not the helmet).Exactly that, a mechanic whereby you build up mob abilities such as flying and underwater movement. Maybe as simple as kill more mobs to get a permanent or temporary bonus, or some way of spending XP to improve abilities. Maybe wearing a mob head could boost mob abilities. You know, just more stuff to do. More game to play.
Exactly that, a mechanic whereby you build up mob abilities such as flying and underwater movement. Maybe as simple as kill more mobs to get a permanent or temporary bonus, or some way of spending XP to improve abilities. Maybe wearing a mob head could boost mob abilities. You know, just more stuff to do. More game to play.
That's why I said there should be a parameter that server admins can set in the configs that will control the frequency that the creatures spawn and the interval in which they morph. This will control the difficulty. For those who want a relatively easy experience will set the parameters at a high rate and those who want difficulty will of course set it lower. Morphing is a powerful ability and does make pursuing flight mechanics via other mods obsolete. I think this is a good solution that can accommodate everyone's tastes while making the play experience more rich and involving without adding tedious actions to the game like killing mobs repeatedly to gain abilities that are natural to the forms a player would morph into.I think the start of any mod should be easyier than finding a mysterious creature. Especially if it is hard to recognize.
because we, for the most part, play with mods as part of a modpack. If a mod comes out that, intentional or not, for fun or not, craps all over the current balance of the modpack, then that mod should not be included in said modpack. Maybe in the beginning, mods were made to balance against vanilla, but if any modder thinks that more people will be using their mod with ONLY vanilla than using it as part of a modpack... well they're just a wee bit silly aren't they?I have a question.
Why does it (or any mod for that matter) "need" to be balanced? I'm not saying that mods don't have to be "functional, or logical" but like for this, or other mods whos intention was for it to be "fun," why does it seem like there's a very thin line between "overpowered" and "too hard/needs things nerfed"?
because we, for the most part, play with mods as part of a modpack. If a mod comes out that, intentional or not, for fun or not, craps all over the current balance of the modpack, then that mod should not be included in said modpack.
Isn't that why we have the option of removing certain mods?because we, for the most part, play with mods as part of a modpack. If a mod comes out that, intentional or not, for fun or not, craps all over the current balance of the modpack, then that mod should not be included in said modpack. Maybe in the beginning, mods were made to balance against vanilla, but if any modder thinks that more people will be using their mod with ONLY vanilla than using it as part of a modpack... well they're just a wee bit silly aren't they?
There aren't any configs that add extra gameplay mechanics like improving abilities. And, "Some people disagree with you therefore you should not win this discussion" isn't really a compelling argument.It shouldn't be changed. If you want it to be changed, then change the configs, it's really easy. Otherwise if he changes it it's going to be bad for the people that don't want it changed.
How about from the idea of server giving people perks for donations like fly?.
Probably better handled by selling an item. Or, by a dedicated mod that is designed for pay-for abilities. I'm sure there must already be one.How about from the idea of server giving people perks for donations like fly?