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Increasing the mob limit.

Posted: Tue Feb 21, 2012 4:27 am
by xShockWavex
What the title says, increase it to 18-25. This would allow for small breaks to: browse the forums, make waffles, brush your teeth? Instead of having to be constantly chopping at your XP farm.

If that is to much and you are afraid of massive sheep farms, make it only applicable for: Zombies, Spiders, Cave Spiders, Skeletons.

@Staff, thank you for the consideration, I know that 99.984% of the community would be very pleased.

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 5:16 am
by gingagalaxy
I would be pleased too

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 5:24 am
by mitchman04
gingagalaxy wrote:I would be pleased too
Same here.

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 5:35 am
by meepers
gingagalaxy wrote:I would be pleased too

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 6:07 am
by Prodigy9
I'd like this if the lag wouldn't be too serious. My understanding is that the lag which occurred before the limiter was in place was due to a few very excessive farms (~100 mobs at a time), so I think it would be worth trying a system that raises the limit without eliminating the limit altogether.

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.

*I suggested this for hostile mobs only since mob grinders are really the only areas that have large fluctuations in the number of mobs present (as they are spawned then killed very quickly). That way, the server would compensate for short-term load variations with short-term changes in the number of available mobs. Non-hostile livestock would not be affected since they tend to be used for long-term farms; variations in their regulation wouldn't work very well for short-term load variations.

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 6:19 am
by lollingwaffle
[quote="Prodigy9"] I think it would be worth trying a system that raises the limit without eliminating the limit altogether.


i suggest lowering the mob limit but they dont despawn for a set time and then see who agrees after with a poll.

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 7:21 am
by eah
Speaking of lag, I wonder how everything will play out with light calculations being made client-side in 1.2. Hmmm, less lag?

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 8:14 am
by MrSark980
I support this 100%.

Even if it does bring more lag, we can atleast try it out. If its a case that the lag in unbearable, so be it and we can get rid of it. Just please try it for a few days...

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 9:02 am
by Andypants87
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.

Re: Increasing the mob limit.

Posted: Tue Feb 21, 2012 11:33 am
by ewana1991
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