Suggestion Open

[Feature Request] Dungeon Scaling

#3793 opened by Unknown 3 years ago

Unknownreported this suggestion

Hey there,

Saw this on discord but it hasn't been requested here. :)

Is there something like player scaling planned for the future? I would like someting like a 1.2x multiplayer for each player that is in the dungeon group. Right now i am duplicating my dungeon and changing the life and damage settings for each difficulty

Unknowncommented

I've found that you can scale your dungeon fairly well by using the trigger conditions. There is a condition for checking exact number of players in a dungeon. Mean you can create 4 mob spawners, then set them to a trigger, but make the conditions as so:

1 player/1st spawner: No condition 2 players/2nd spawner: 2 players minimum ...etc

However, this means the next "stage" needs to have equal amount of triggers. So I detect this with 1 player/1st trigger: Killed "N" mobs, Condition: 1 player exactly 2 players/2nd trigger: Killed "N+1" mobs, Condition: 2 player exactly ...etc

Do note, it seems like copying functions (Whether they're the mob spawners or the finish functions) completely deletes the trigger conditions and doesn't allow any more to be created. Meaning you have to manually create every mob spawner and every finishing function (See #194)

Unknowncommented

An automatic scaling feature would actually be really good to implement. I could see myself making use of such a feature. Zoruda has a good - albeit complex - solution, but this is definitely something I'd like to consider.

What sort of things would you want to see scale? The things that immediate come to my mind are:

  • Mob health
  • Mob spawner mob amounts
  • Mob damage (?)

This would likely be done with some YML settings in the dungeon's config.yml.

# Allows you to make certain elements of the dungeon increase based on the amount of players playing the dungeon.
PlayerScaling:
  MobHealth: 0.0 # Don't change anything.
  MobCounts: 0.2 # Increase mob counts by 20% per player
  MobDamage: 0.0
Unknowncommented

Sounds very nice. Another idea I had would be:

Maybe you define triggers in a dungeon for player objectives such as: Kill 20 Mobs. It would be awesome if it was possible to increase those triggers by x% per player in that instance :)

Unknowncommented

Adding on to this... it would be nice to have the above scaling options, but an option to have it independent from player counts. It would be handy when creating multiple of the same dungeons, but with different scaling options, introducing multiple difficulties - or just simply scaling dungeon difficulties up/down depending on current server events, etc... without having to manually duplicate and adjust every single mobs.

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