Electroblob's Wizardry

Electroblob's Wizardry

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[Feedback] Shrines / Obelisks

Zygus42 opened this issue ยท 21 comments

commented

ElectroblobsWizardry-4.2.1-MC1.12.2

Love the mod, love more world gen.

BUT

the experiences on my server went like this:

  1. See cool new Obelisk nearish to spawn. Walk over to check it out. 4 white Wizards spawn, forcefield makes it so you can't run away - dead and unable to get back to your loot, as forcefield respawns whenever you get close to where you died. So, lost everything you've gained in game so far.

  2. Walking through forest, completely unaware of shrine/obelisk - same sequence of events as above.

Result: almost no one on my server wants your mod on any more, and those few that still do avoid all your shrines / obelisks like the plague.

I have turned off the shrines / obelisks from spawning, but quite a few have already spawned, and not much that can be done about that.

No one objects to getting killed, but losing all your gear and not being able to get it back is too harsh.

commented

Shrines are generating at spawn in MV2. Is the spawning going to be addressed? It very frustrating for players to have a structure at spawn that kills you. I will have to downgrade EB wiz until then.

commented

We just turned the shrines off in the config. You can leave the obelisks on, but as the mobs from them drop no loot, are kind of useless as far as anyone's been able to work out.

commented

@Zygus42 Obelisks have loot chests beneath the spawners
@AdaraChristine I remember discussing that on discord, could you make a separate issue for it (with a list of other worldgen mods)? Shrines are supposed to be random, it's extremely unlikely that one will generate in the spawn chunk.

commented

you can adjust the damage from enemy mages in configs if its to hard for you.

commented

The Shrines are a neat structure but the force field generated should be accessible from outside thought. If you are using the corail tombstone mod you can at least get a teleporting key (via config 100% to get it) and players can tp to the graves with it.

Also a few different shapes should be added currently there are different colored blocks but I think the shrines should have 2 form variants and the obelisks should have 3 possible forms to make them less repetitive. And maybe even an underground variation. (Thought it may be an idea better suited for after the bugs are fixed)

commented

You can get back in, but the wizards kill you again. This "might" be fine late game, but early game this is a deal breaker.

commented

I think you've kind of missed the point. People being turned off the mod by losing all of their gear is not going to be fixed by nerfing the wizards, which are normally just fine. I've turned off the shrines and obelisks, so they're no longer a problem for us, although I hate turning off additional content. I was just pointing out that the forcefield idea is a really really bad one, which in no way enhances anyone's game.

commented

I understand your point: someone activates a shrine and then there's a much bigger area you can get trapped in, which is especially annoying if you weren't the one who activated it.

A potential solution is to have the shrine deactivate again (and despawn the wizards, effectively resetting it completely) when all players within the containment field have died, so that players don't accidentally walk into it unless there's already a player there fighting the wizards. I could also make it teleport the player outside the shrine just before they die so their items/gravestone are accessible. Any thoughts?

P.S. Obelisks don't do this, they're just a single mob spawner with no containment field so they shouldn't be a problem.

commented

Also they should only activate when someone tries to open the chests. So that way the fight and encounter only activates when the player greeds for loot not when he walks by a step to close

commented

Nope - haven't even seen a chest - has a spawner in the middle of the structure which spawns 4 white wizards.

commented

Hmmmm - I like the idea of the deactivation, but wouldn't solve the corpse being close enough to respawn the wizards, which in turn would get you trapped again. The teleporting outside sounds like it would work, but might have issues if it's not done correctly, due to lag and such. How necessary do you feel the forcefield is ? 4 wizards spawning on top of you is plenty nasty enough I would think. And no one complained about the dying part of it, just the loss of their gear.

commented

I didn't mean to sound salty about this, but got a lot of flak about it from all the players, and if you think I sounded bad, should have heard the guy who lost his gear towards the start of the game and then wandered into another one that was in a forest so he didn't even see it before he lost all his stuff again

commented

Nope - haven't even seen a chest - has a spawner in the middle of the structure which spawns 4 white wizards.

...could you post a screenshot of the structure? That sounds like an obelisk, which shouldn't spawn wizards at all. [Edit: or containment fields, for that matter]

commented

We abandoned that world for a variety of issues and I now have them turned off. I could do a test world and see if i can find one.

commented

Did the 'spawner' have a pulsating red cube around it?

commented

Don't think so.

commented

I'll see if i can find one. Shouldn't take long.

commented

2019-09-03_01 04 02

This one did the forcefield/wizard thing, but wasn't the one we had in our other world - that one was taller.

commented

It was definitely on of these shrines, not the single obelisks. Might have been a different color.

commented

That's what I'd expect, the obelisks don't spawn wizards or have containment fields.

The point of the containment field was to make the encounter more intense, because I find that it's a lot easier to fight mobs at long range. In a dungeon that's not a problem because you're underground, but on the surface it's easy to run away and shoot from afar.

Shrines were intended to be quite rare but I made some changes to worldgen which ended up making the spawn rate higher than I wanted, but I didn't realise that until I'd already released the update - because it's random, it's time consuming to thoroughly test how rare things are, especially with worldgen.

I will see what I can do with the changes I described above, one thing I definitely agree with is that it should be obvious where the 'danger zone' is so that it's difficult to accidentally get trapped.

commented

What if you made the ground that the forcefield is going to cover out of those runestones as well ? Would make them stand out more.

Doesn't solve the die and can't get your gear back bit, but would make it less likely to get caught.