Scaling Health

Scaling Health

23M Downloads

[Suggestion] Scaling Health off of Regional Difficulty

stevenkxu opened this issue ยท 1 comments

commented

Regional difficulty is a vanilla feature where mobs get progressively harder over the course of 50 hours. A chunk that hasn't had time spent in it at all won't have any difficulty enhancements.

I would like to request a mode where this effect compounds with player difficulty either multiplicatively or logistically. So when you pack up and go somewhere new, the mobs will be back at their vanilla health values. The more time you spend in the new chunk, the closer the mobs' health will get to their maximums, capping out at the level specified by player difficulty.

The purpose of such a mode would be to encourage exploration and building multiple bases to avoid spending too much time in 1 chunk to avoid getting overwhelmed by supermobs. It could be combined with the mode that increases difficulty scaling from the origin in order to give a "grace period" when you try to set up a new base. Personally, I haven't looked too hard at the math behind it, so I would be concerned whether regional difficulty might scale too quickly or too slowly to catch up to this mod's scaling.

I'd be happy to clarify my points, maybe even do a bit of math, if this is something you feel is worth your time to pursue.

commented

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.