In Game Name: CardorilWhat part of EcoCityCraft is this suggestion for: All Main ServersShort title for your suggestion: Rising mob zone purchaseWhat are you suggesting: People should be able to pay 200k(msrp) for the ability to make a completely caged in area capable of spawning hostile mobs at a reduced rate but invincibility cannot be applied in said zoneWhy is this a good addition for EcoCityCraft?: it would enable people to farm mobs without the risk of losing their items forever should they die. as they would just have to return to that mob areaOther information: i just had the thought pop up while reading vip chat, also spawners are not enabled in this area either is the thought behind it so its not extremely profitablePlugin or custom addition: n/a needs no additional pluginsOne suggestion per form: I Understand.
Sounds like effort for something that can't be afforded by the target audience (builders that can't press F3), and can't be profitable anyway so the class that can afford it won't need it. Furthermore, if the main problem you want to solve is with builders dying and losing stuff, there are a million other ways they will do it regardless of if this is added. You can't stop a builder from dying, its just their fate. Buying Tombstone is the main answer to this problem. You're probably going to hate the complete lack of thought that went into pointing to a feature to solve the problem, but its true. Adds nothing that we don't already have, fixes something we have a feature for. Sorry, no, but props for thinking of us builders.
@GolD45 i got a quick suggestion for you, might you think its not for the target audience directly? its more for mayors+ since they own towns, and it would be used to help newer players keep safer in their towns, its definitely useful as a way to promote your town "we have our own mob zone!" of course there will need to be limits to it that prevent mobs from escaping and running rampant in town but direcly speaking its definitely possible as a zone type thing to purchase from applications
-1. It will never happen unfortunately. Imagine how fast lag would start to pile up after a few months straight of 400+ spawners being added to one zone without them ever resetting? this would break the economy in very short order. The reason we buy monthly kits, and the reason spawner keys are so expensive is that they disappear every month. Never ending xp/mcmmo/loot/ecd grinders would be broken. Also, as a side note: even builders have a /home bed and 2 /sethome's now. even I set a home where my mob farm is should something happen where I drop my items. If you want a safe way to make xp/money, do what everyone else does and fish honestly.
Read above. No spawners are usable there still it's in rising it's just enabling natural mob spawns. Spawners won't work there.
sorry, was confused by the wording. Hostile mobs still present the problem of weird glitching that we see in mining that would allow them to escape and ultimately kill the new players you would be trying to help. By making them go to mining, they should be preparing for the journey just like on any survival minecraft adventure. You want xp for killing mobs, you go venture out in the real world and pray you don't die.
But we already have staying safe, its called farming and fishing. Mob grinding will be dangerous wherever you do it.
Use the mining world + spawners to grind hostile mobs. We will not be implementing hostile spawning on the Rising worlds.