Andypants87 wrote:Prodigy9 wrote:
An additional suggestion: see if the mob limit can be automatically adjusted depending on current server conditions. I'm not sure how feasible this would be, but if it does work, it would work very nicely. During periods of unusually low server load, the limit could be increased temporarily for hostile* mobs so that players can use mob farms more easily. When server load increases above usual levels, the limit could be temporarily lowered for hostile* mobs in order to reduce lag.
If this isn't terribly difficult to accomplish, I think its absolutely brilliant. I have a feeling that setting the overall limit at a higher, static value (even as little as +5 or 10 to the current limit) would increase lag significantly. However, a dynamic limit that is based upon real-time server performance is a wonderful idea. It may still be necessary to instill some maximum upper limit regardless of conditions so that those times when less are people are on and the server runs perfectly don't become laggy as well due to a few people having an obscene number of mobs in their farm at any given time.
Perhaps if instead of a truly dynamic mob limit, which would take a bit of work on the servers part, we could have a system whereby there are set mob limits for certain numbers of online players.
For example:
0-5 players: 25 mobs/area
5-10 players 24 mobs/area
10-15 players 22 mobs/area
15-20 players 20 mobs/area
20-25 players 18 mobs/area
25-30 players 16 mobs/area
30-30 players 14 mobs/area
35-40 players 12 mobs/area
40-45 players 10 mobs/area
45-50 players 09 mobs/area
50-55 players 08 mobs/area
55-60 players 07 mobs/area
60-65 players 06 mobs/area
65-70 players 05 mobs/area
Of course that is totally adjustable according to the staff's views
KingSpartacus