The rest of the team and I appreciate yours and others input on this update. We did do a lot of testing of fight mechanics before release, and we have found and squashed many of the bugs that showed up before and after release. A lot of this has been thanks to the players who have contacted us on this thread, in pms to the devs, and even a couple times in-game. We understand that facing these issues can be frustrating: nobody is trying to discredit anyone's complaints. However, could you explain in more detail the issues you are having? Both of your posts have made very general statements about the update that don't help us understand what exactly the issues are that you are having. Thus, I think it's causing miscommunication issues where we are misunderstanding each other's posts. For example: This is actually good to know, though a bit more information about the location and surrounding area could be helpful. A similar concern was reported to us by another player, so now with a 2nd report (that I have seen) of the same issue, I'll take a look and see what is causing this issue. A bit more detail from you would be very helpful though, since you were the one that witnessed it. (Like, from your point of view, what did it seem like happened to the ghast?) I get your concern here, but I need more info. What difficulty were you at? When you say "God armor," what does that mean? Do you have just protection IV on all 4 armor pieces, maybe unbr 3 and mending? Or do you have more enchants than that, or maybe different types of protection? Lastly, what mob(s) were you fighting? With that information, we can start a dialogue that would allow us to work on the difficulty and see if maybe something is too hard. Actually, there are 2 instances I can think of where this happens in vanilla Minecraft: endermen and zombie pigmen. Endermen will teleport and attack you from behind if you initiate an attack on them first. And while the zombie pigmen you attack may not try to circle around you, their cry when attacked will summon any other pigmen that could be standing behind you to come and attack you. However, if you feel like EMC custom mobs are doing this too much or too often, I'd be happy to hear your input. Could you describe which mobs you feel do this and how often? The only ones I can think of is the Eyender and his guardians, but as I said that's normal endermen behavior in Minecraft. If there are any others I am forgetting though, I'd welcome a reminder. That does seem a bit too powerful for guardians, if they can kill in 2-3 hits on difficulty 5. Are you saying that all guardians for all bosses are like this, or only specific ones? This isn't a bad suggestion - if any of the mobs feel too powerful, we can offset their attack damage with other things to make it so the battle is still difficult without dying so quickly. Again though, I can't consider any specifics without knowing more details about what mobs the issues are with. Well, no, you should be able to solo all EMC custom mobs, but at a reasonable difficulty level. Yes, at difficulty 8+ all bosses require groups to kill and should be impossible to solo fight. Anything below that should be possible to do solo, depending on your gear and experience with Minecraft (experience is an important one, since not everyone is as good as somebody else at survival Minecraft). This is actually a good idea, to have group specific boss mobs. Would further encourage players to play in groups together to have group specific mobs. At the moment, we encourage this by telling people to fight at difficulty 8+, but group boss mobs would be fun still. Typically in these instances though, you should be getting larger numbers of those items. For example, I've seen boss mobs that drop no EMC custom items, but will drop half a stack of diamonds instead. While that may not be as exciting as a custom item, that's still more diamonds than enraged mobs will drop, iirc. This is a topic on EMC with a wide range of opinions. For example, just earlier today I saw somebody say in chat that they thought eggifying was OP. This is a feature that has been on EMC for longer than I have been a player here, so you can imagine my shock at the comment. But this is where EMC's "Play Your Way" motto shines. You can choose how easy/difficult you want your gameplay to be. Altering your difficulty level and toggling EMC custom mob spawns are just a few ways you can change the difficulty of your survival gameplay. However, if the difficulty level system seems "off" or it seems like lower difficulties are still too hard, then that is something we can take a look at. Again, we appreciate yours and others input all of EMC's systems and features. I understand that some of these things can cause frustration, but we are doing what we can to improve the player experience wherever we can. In fact, this discussion here sparked a healthy discussion in staff chat in how we can improve some of these systems on EMC, including the way we introduce our custom mobs to players.
I haven't played yet since the update, but if I will, I'll see if I have to change anything in my gameplay. My approach: I'm on difficulty 7, and use either voter's gear, or nothing to begin with (so I have to gather resources myself). I attack enraged mobs when I see them, but avoid bosses.
Well said. Thanks for taking the time to write it! I have my settings at 2 until I know where I am, and found that 5 was much harder than vanilla hard mode!
This is what I love about EMC. Example of what would happen on EMC: Player A: I'm having problems Player B: So am I, pls fix Staff member: Please help us help you and give us more details And what would happen on most other servers, you ask? Player A: I'm having problems Player B: So am I, pls fix no further responses
Alright, while I like the enraged ghasts and how challenging they are, I just recently fought one and died from the fireballs and once I respawned he was gone. Is this a bug or something b/c I would have liked to finish the fight and maybe get some drops....I'm not trying to bash the Dev team about this update (I really love it) I'm just noticing a few irritating things that might be bugs
Might be wrong, but in theory all custom mobs near the Y axis that of the player who spawned them in. So yes, they can spawn underground if the player who spawned them was underground.
Kind of a small suggestion here, but would it be possible to add this info: Scaled to difficulty level. Difficulty 1 will not drop any EXP, then its 10% for every difficulty level above that, so difficulty 5 drops 50% of your EXP. Up until Difficulty 7, all dropped XP can be recovered. Difficulty 7+ will destroy some of the XP on death, so it can not be recovered. 20% for 7, 30% for 8, 40% for 9, and 50% for 10. to the data displayed when hovering this: (Also to update the wiki with the info)
Yes. I've seen an Eyender underground, but I don't know about Sorgina. (EDIT: That Eyender I saw was in a cave. )
They might just be there but not actually spawned there. Like for example, the Eyender could have tp'd to someone underground.
Not really large enough for its own thread so just going to continue here! Updated servers to allow 1.13 clients to connect, but we also went ahead and allowed 1.9, 1.10 and 1.11 clients to connect as the plugins for protocol support allow it, so figured why not, maybe get some more new players who still use older clients! The server is still 1.12.2! Misc bug fixes here and there as we've told some people in PM fixes pending negative XP, while were unsure of the cause, shouldnt be able to be picked up and hurt you Residence Tags now can point to subzones, so it will use the subzones EXP orbs now show a rainbow particle effect if your able to pick it up, if you don't see particles, you're unlikely able to pick it up Cardinal directions on compass should work at far outposts now in Frontier Fixed bug in telllog with color codes /v random will no longer include banned players Updates will prob be a bit slow from here as focus is primarily on 1.13 now.
Also, this update fixed lots of bugs in vanilla that could lead to random entity loss... You may find a few extra entities here and there that either A) You lost in the past, B) Vanilla duped, but due to the bugs, never allowed the dupe to be loaded at same time. We're now recovering those entities, so you may have some appear, but occurrence is not expected to be wide spread. If you end up with an extra pig or cow, or standard horse, no problem. but if you have an entity such as a promo horse or worse item frames (though this is unlikely) duplicate, please report it to Sr.Staff and the Dev team and let us collect anything valuable that duped. But I don't believe item frames are possible to be subject since they don't move.
When killing 200 mobs those color-blinding / eye hurting new particle effects on XP prevents me from seeing anything for like 20 seconds plus drops my FPS from 30 to 3... please undo? (Hmm or give me a way to turn it off, may be by game video option "Particles: All/Decreased/Minimal", or scale them down a factor 10 in size and spawn 10 times less of them.) But otherwise I like the SU 2.0 a lot ! Thx for the good work !
This, just killed about 150 mobs and my game froze for a solid few seconds due to the mass amount of particles that spawn. Would love an option to turn off these particles.