Jump to content

Your View: Heatmap 2.0

 Share


Tythus

Recommended Posts

Hi guys,

I've been working on sone thoughts for Heatmap 2.0 Of which so far I have massively increased the scope of data being recorded by Heatmap for various purposes beyond just mob spawning. This will record vastly more data than it did before for various plugins and various analytical studies.

 

Some examples of basic interactions would be the following:

 

  1. Items Crafted - This could effect a bonus time or of various other effects such as extra special items being made.
  2. Player movement - this could effect the amount of mobs that can spawn and maybe top percentile could have animal deaths turned off?
  3. Player deaths - Players killed in this by mobs could increase the danger of the area with more dangerous mobs spawning as a result.
  4. Mob deaths - more mob deaths for a brief while might increase danger (mob swarm) but after reduce spawning.
  5. Weather data - if it has rained recently it might reduce bows effectiveness and reduce visibility or if it hasn't rained for a while it might slightly slow wheat growth
  6. Animal location - for things such as farming this might increase growth rate -fertiliser- or increase local wild wolf populations -untameable-
  7. mob data- this can introduce fog effects lower growth rate slower build rates or start corrupting earth -changing grass to nether etc- depending in the most common mob
  8. interactions with nexus regions - if a region starts to fail it might start spawning bandits or extra zombies while a successful city might get extra animal allowance per chunk the town is on.

These are the most obvious stats but it will work in other ways such as to determine the mob that might spawn such as if trees are broken more often spiders are more likely to spawn or stone might attract silver fish. Below are some extras related to this plugin but not specifically part of it.

  1. mob health- unrelated to the data recorded but a thought is to as a mob is damaged depending on the mob it's speed will increase or decrease this chance may effected by data
  2. extra weapon types - slight variations such as a long bow that can only be shot at full draw but can shoot stronger or a snapshot bow that can only be tap fired but will only shoot .4 strength shots for example
  3. health increase - this might be hidden to players aka you would still only see 10/12 hearts but your underlying health would be X times bigger to help support longer fights and more variation between mobs
  4. more linear scaling- this more to do with weapons and armour to allow more tinker based changes etc.

Please note this is still in internal dev on my own so this is still likely a long way away so please leave any constructive thoughts you would like to see.

 

 

Thank you for reading,

 

Tythus

 

EDIT: 1k posts :3

Link to post
Share on other sites

3rd! But I liked the heat map and miss it! Great drops and felt like a mmorpg feels please bring it back!

Edited by Zer0
Link to post
Share on other sites

I've missed the heatmap ever since it was removed. If it's coming back (minus the crash issues) I'm all for it. The extra effects and perks sound really nifty.

Link to post
Share on other sites

Woo heatmap.

The area conditions, such as Rain reducing visibility sounds awesome if it works.

Maybe weather could determine what spawns where?

(Slimes in areas that have lots of rain/moisture exposure, Skeletons in Dry areas, etc)...

 

But yeah, sounds good.

Link to post
Share on other sites

As long as it doesn't lag the server, yes, yes, yes!

Link to post
Share on other sites

For those asking what a heatmap is: it was a plugin implemented back in mid-late Anthos that controlled mob spawning based on player activity. Where players were very active, mobs would not spawn and as player activity decreased, tougher mobs spawned and in greater groups. It was eventually removed because it was causing server issues.

Here's the thread for it, if you want to take a look.

Link to post
Share on other sites

Long Bow(20% velocity) + Wood Elf Racial + Studded Armor(LeatherWorker) = 1 shottable diamond kids

 

please note diamond armour/iron armour is getting a pretty significant range debuff on it to counter stuff but mages will die quicker than 1-2-3 from archers

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...