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Masked mob spawning mechanism, Especially Rock Lobster need some change


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I took a quick look at the mechanism of new masked mob.

Long story short:

  • Masked mob spawning with 20% chance replace Icker when player past the icker spawning ground , once per rift. They spawn off the player's screen and could be bunny man, spider, or rock lobster.
  • The floating masks mob is similar to Brightshade Gestalts, when masked mob spawn, player near shadow rift will see them coming out of the rift. But unlike Gestalts, they do not seek out parasitic targets, but simply move away from the player and despawn when they leave the player's screen.

there's a  problem:

  1. Masked Rock Lobster will create new Rock Lobster Herd
  2. It's Almost impossible to kill Rock Lobster.
  3. Icker spawning ground is everywhere in caves

This causes the Rock Lobster population to increase in every biomes in the cave until they take over the entire cave and there is almost no way for the player to reduce their numbers.

Even remove the herd feature, Rock Lobster was not designed to be killed by the player.  A undefeatable, ever-increasing number of mob hostile to all other mobs would still a bad idea. (its not ture, my bad)

  

And another problem is. This mechanic has little to do with the bunny man, rock lobsters, or spiders that originally existed in the cave, and simply spaning new mobs near the player. Its spawning mobs where they wouldn't otherwise be. Like bunny man in ruins or spider in bat cave.

I just finished my cave base last week, and I really don't want a masked mob showing up out of nowhere and one by one smashing my walls apart.

I have currently only tested the masked thug mechanism in the world I use for testing. If this were to create a permanent Rock Lobster Herd, that would be so bad that I dare not play my long-term world at all right now. In addition, when the mask possesses Spitter, Cave Spider, and Shattered Spider, they lose their textures and become immobilized. When Slurper attacks Masked Bunnyman, Slurper and Masked Bunnyman both die instantly together, rather than the mask coming off.

Also increase it's purehorror drop and maybe let them drop few pieces of marble please(at least from the ones that don't drop masks).

I know I know- Not every mob needs to have super good drops or reasons to kill them but come on, It's such a unique post rift mob to just ignore it after getting all three of the masks.

7 minutes ago, mkemal23 said:

I know I know- Not every mob needs to have super good drops or reasons to kill them but come on, It's such a unique post rift mob to just ignore it after getting all three of the masks

The masks are armor btw so that's a small reason to return to them every once in a while

2 hours ago, Cassielu said:

This causes the Rock Lobster population to increase in every biomes in the cave until they take over the entire cave and there is almost no way for the player to reduce their numbers

Oh no... It's like DS rock lobster plague all over again 

2 hours ago, Cassielu said:

An undefeatable mob

Urm, the masked rock lobsters DON'T heal. So you can take them out. Was it a lengthy fight? Yes, but not impossible as opposed to the regular rock lobsters.

56 minutes ago, Anis5240 said:

Urm, the masked rock lobsters DON'T heal. So you can take them out. Was it a lengthy fight? Yes, but not impossible as opposed to the regular rock lobsters.

Ah, I thought it will. Maybe I'm mistaken about masked rock lobster and the regular rock lobster it spawn.

8 hours ago, Cassielu said:

I just finished my cave base last week, and I really don't want a masked mob showing up out of nowhere and one by one smashing my walls apart.

Wait, they can just specifically target walls? That kinda sucks… in that case, I would hope that walls/fences could be blacklisted from being attacked (at least when something isn’t behind them), because all of my ruin bridges have archive walls/fences along the bridges and it would be really unfortunate to just have them get smashed time to time.

2 minutes ago, Radicaljoe said:

think it's like 20% armor tho

It has high durability, but low protection. 2100 health, 20% protection. So it's great to pair with the higher protection-based body armors like thulecite suit and marble suit.

1 hour ago, Anis5240 said:

It has high durability, but low protection. 2100 health, 20% protection. So it's great to pair with the higher protection-based body armors like thulecite suit and marble suit.

If they were a pre rift encounter thr armor could have nice niche uses but with how cheaply you can repair planar gear...

Maybe they could boost shadow weapons damage, including dark swords and thulecite clubs

I imagine if I was killed and my corpse's innards were mutilated i'd most likely not be able to bear children, I don't think it makes sense that rock lobsters can populate when posessed.

Also make them too stupid to enter defense mode while posessed if they aren't already

It's good that it spawns a fresh new mob for the mask, but the herd thing is very bad.

I think it's high time for a revisit of the rock lobsters anyway. Terrible loot, terrible combat, only purpose is to be abused as god-like hirelings.

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