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  • Update details
    v2.1.7
    Released
    Download size92.75 kB
    Total versions25
    Time between versions 110 days
    Typical update pace About every 62 days
    Freshness 153 days ago

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



aimacak

Posted

2 hours ago, 9527 said:

Could you add a feature to evenly distribute boss kill rewards among team members to encourage cooperative gameplay?

 

Hello, it was added to the roadmap, I can't say anything about the timing.

hairybeanstalk

Posted

Players on my server are still telling me that even after balancing the bosses, they are easy to kill or cheese. they can be killed with bows most the time. this needs fixed. they arent bosses to them.

hid333

Posted

2 hours ago, hairybeanstalk said:

Players on my server are still telling me that even after balancing the bosses, they are easy to kill or cheese. they can be killed with bows most the time. this needs fixed. they arent bosses to them.

The problem is that the boss just stands there doing nothing and doesn't attack.

Even if we set it to teleport, players focus on repeatedly luring it in and then moving away to trap it, and it's rare for multiple players to cooperate to defeat it, which is what many server administrators want.

If we could somehow prevent it from being trapped, and if it stopped becoming completely inactive, that alone would solve the problem.

We've tried adjusting it with grenades and skills, but so far it hasn't worked.

MichuX

Posted (edited)

13 minutes ago, hid333 said:

The problem is that the boss just stands there doing nothing and doesn't attack.

Even if we set it to teleport, players focus on repeatedly luring it in and then moving away to trap it, and it's rare for multiple players to cooperate to defeat it, which is what many server administrators want.

If we could somehow prevent it from being trapped, and if it stopped becoming completely inactive, that alone would solve the problem.

We've tried adjusting it with grenades and skills, but so far it hasn't worked.

I think it's a problem with Npcspawn plugin. I have the same problem lately. they are sleep state to much, principaly when players die for the boss one time.

Edited by MichuX
aimacak

Posted

3 hours ago, hairybeanstalk said:

Players on my server are still telling me that even after balancing the bosses, they are easy to kill or cheese. they can be killed with bows most the time. this needs fixed. they arent bosses to them.

 

1 hour ago, hid333 said:

The problem is that the boss just stands there doing nothing and doesn't attack.

Even if we set it to teleport, players focus on repeatedly luring it in and then moving away to trap it, and it's rare for multiple players to cooperate to defeat it, which is what many server administrators want.

If we could somehow prevent it from being trapped, and if it stopped becoming completely inactive, that alone would solve the problem.

We've tried adjusting it with grenades and skills, but so far it hasn't worked.

 

1 hour ago, MichuX said:

I think it's a problem with Npcspawn plugin. I have the same problem lately. they are sleep state to much, principaly when players die for the boss one time.

Hello, maybe one of you can show a video and send Boss data file from video for a better understanding of the situation and possible nuances?
Thanks 🙂

hid333

Posted

I'm using the default settings for the boss.
The player tries to lure the boss to the edge of its range or get close to it,
finding a point where it stops moving, and basically trapping it until it's immobile and unable to attack, then defeating it with simple attacks.
This tendency is especially strong with BOSS that only use melee attacks.
I'd like some good settings to avoid this.
For example, settings for Chase range and Sense range.

hairybeanstalk

Posted

i think it needs to stop relying on npcspawn for movement and interaction, but use scientist logic or something.

  • Confused 1
aimacak

Posted

13 hours ago, hid333 said:

I'm using the default settings for the boss.
The player tries to lure the boss to the edge of its range or get close to it,
finding a point where it stops moving, and basically trapping it until it's immobile and unable to attack, then defeating it with simple attacks.
This tendency is especially strong with BOSS that only use melee attacks.
I'd like some good settings to avoid this.
For example, settings for Chase range and Sense range.

It is an error to think that Default settings are ideal settings and consider them as a reference value. You have settings for each Boss in data/BossMonster/Bosses/, and the ones you specified, you can also enable invisibility for Bosses with melee weapons when they cannot attack. Try to use some effort to configure the plugin.
 

7 hours ago, hairybeanstalk said:

i think it needs to stop relying on npcspawn for movement and interaction, but use scientist logic or something.

Do you think that NpcSpawn was not created on the basis of Scientists? 🙂
I think that each specific situation with Boss behavior needs to be dealt with individually, I am sure that most of them will be solved by Boss settings, and to solve the rest, KpucTaJI and I need to know all the details and see the situation. That's why I always ask users for all kinds of media, configuration files, data files, etc., so that some specifics appear.

  • Sad 1
hairybeanstalk

Posted

I have tried every means for balancing the bosses. It's been over a year and players can still kill an insanely strong boss, with a bow, by simply cheesing it and peeking a wall that is very close to it, or even getting them stuck on walls and other assets. Any other NPC in the game has never done that to me, including scientists. That is an excuse to not fix the much needed issue that this plugin has. Bad mechanics for ai. If the boss gets shot at and it cannot see a player, it should reposition itself to where it can see the player, or try to. These do not. They simply stand still sometimes and stare at the player. The ai is outdated or needs work. I'm sorry but that's just a fact. MANY other purchasers of this plugin have reported the same in the past and it is still not resolved sadly. I guarantee it would get even more traffic or traction if this simple issue was fixed. Thats just my 2 cents anyhow. I am debating on removing the plugin from my server after a year of the same issue. Players cheesing them and getting easy loot, with bows.

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