As the dungeons currently exist in the game, they aren’t much of a threat to players even though they’re a somewhat rare structure which is designed to be challenging and offer a good reward in return for the risk. As they are, there’s a massive reward for virtually no risk at all due to the fact that the spawner only activates when you’re within 16 blocks of it, and after it does, it won’t spawn more then 4 at a time, with a maximum of 6 being allowed within close proximity to it before it stops spawning more, which means the most mobs you’ll fight from one is 6 before you disable it, the minimum being 0 if you spot it before it gets a chance to spawn anything since there’s a large window of 10 - 40 seconds before a spawning can take place. They should instead work diffirently on higher difficulties. So as for suggestions for how to improve the dungeon’s risk factor, one or preferably more of these variables could be changed, my suggestion being:
•Increase the distance where mobs start being spawned to 32 blocks for medium and 64 blocks for hard, giving it plenty of time to build up a large defence before you find it.
•Increase the mob cap allowed for mobs to be in the 9x9x9 cube around it before it stops spawning mobs to 12 for medium and 24 for hard.
•decrease the maximum time between spawns to 20 seconds for normal and 10 for hard.
•Make mobs spawned by the spawners persistent by not allowing them to despawn unless there’s no players within 100 blocks of the mobs.
Please sign in to leave a comment.
1 Comments