Servers with large amounts of players are Broken.
Because of the current system for the mob cap, mob spawning is unbalanced leading to some players having no mobs, and others having hundreds of mobs. This could led to players having to fight more mobs than they would in a single player world, causing inconsistency. This also causes farms that would normally work fine come to a stop because of other players taking up the mob cap.
I think that the mob cap would be better if it was area based rather than player based. This would lead to even mob distribution across the server and farms to have consistently good rates no matter the number of players online.
The way I picture this working is each chunk that a players loads will group together to form what I am calling a mob chunk. Once a mob chunk if formed the game will try to spawn mobs around the player like normal. If two players are within a certain distance from each other(I am thinking between 1 and 4 chunks), then the server will make a single mob chunk, including all chunks being loaded by the two players. If the two players not close enough, but still are loading some of the same chunks, the game would make 3 mob chunks, two for the players, with any mobs in the overlap area being applied to both players mob cap.
While this new implementation of the mob cap might increase performance a little bit, It shouldn't be enough to matter and with the more evenly spread mobs, I think it is a worthwhile change.
Please sign in to leave a comment.
1 Comments