Yo Notch!
Okay, I've been following the new developments on your blog all day. I'm enjoying /indev/ so far, but I noticed an annoying variable that will probably be a bigger problem with the new day/night system, so I'm throwing up this suggestion.
Anecdote:
I was having a blast running my farm on the top of a series of floating islands. It was very serene; however, after my farm was complete, I wanted to do some mining. I did so, expecting to have to deal with a few mobs pouring out of my tunnels, as I had not found any coal so far. I crafted some stone swords and dove in, crawling through darkness for almost an hour whilst chaining the placement of my two starter torches. Nothing came. I later found my way to what was nearly the bottom of my island, saw a light shine through my tunnel, and looked out. There was an island below me teeming with zombees and skeletomes. They had all spawned early on and the monster buffer was full. My heart sank as I realized this, and lo, my courageous journey was but a child's roller coaster ride...
I suggest that if an enemy has existed for X time and has not engaged the player, and the player is not looking at him, he despawns. This is just to keep the monster count down for new ones to spawn.
I also suggest that if an enemy has existed for X time and has engaged the player, and the player has not taken damage in Y time, AND the player (once again) is not looking at the monster, he despawns. This is to emulate the experience of a monster giving up and leaving after it has determined you are too evasive a prey. I think this complements what you mentioned in your blog, that players can hide out in their houses at night, which doesn't really work if the enemies just keep piling on!
Okay, I've been following the new developments on your blog all day. I'm enjoying /indev/ so far, but I noticed an annoying variable that will probably be a bigger problem with the new day/night system, so I'm throwing up this suggestion.
Anecdote:
I suggest that if an enemy has existed for X time and has not engaged the player, and the player is not looking at him, he despawns. This is just to keep the monster count down for new ones to spawn.
I also suggest that if an enemy has existed for X time and has engaged the player, and the player has not taken damage in Y time, AND the player (once again) is not looking at the monster, he despawns. This is to emulate the experience of a monster giving up and leaving after it has determined you are too evasive a prey. I think this complements what you mentioned in your blog, that players can hide out in their houses at night, which doesn't really work if the enemies just keep piling on!
Who sits down and writes maniacle laughter?
I hadn't even thought of that!! Thats a great idea. I was wondering how this problem could be solved, but this would work so well!