Dungeon masters are overpowered

zigora3
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Dungeon masters are overpowered

by zigora3 » Sat Nov 05, 2011 03:45

just as the name implies I believe they are not well balanced at the moment, they wreck your house like its going out of style if your not careful, they're ten times worse than Endermen in Minecraft.
 

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Staffs
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by Staffs » Sat Nov 05, 2011 07:36

Lol nobody cares and afterall then make a house on a mountain >_>
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Dogers
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by Dogers » Sat Nov 05, 2011 09:10

I like the Dungeon Master , because the give a real meaning to "survival mode" . In Minecraft , its so easy to survive , here it's harder and I like that !
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cosarara97
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by cosarara97 » Sat Nov 05, 2011 09:16

I had my house in the top of a mountain, a Dungeon master made a hole (now the mountain is empty) and almost destroyed all my house. I had damage disabled, so I killed him and put water blocks inside the hole =D
Well, I don't like them...
:D
 

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Staffs
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by Staffs » Sat Nov 05, 2011 09:34

Well yeah but now on the new update they are supposed to shoot only at players so i guess this problem is kind of solved is'nt it ?
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Dogers
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by Dogers » Sat Nov 05, 2011 11:52

They make big hole where they can spawn , you just have to place lot of torch and they are gone :) ! They will not re-spawn any-more .
Last edited by Dogers on Sat Nov 05, 2011 11:53, edited 1 time in total.
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saschakb
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by saschakb » Sat Nov 05, 2011 12:14

only_peaceful_mobs = true
That setting in the minetest.conf file ends the existence of Dungeon Masters.
Have a look on my minetest screenshots on http://saschakb.tumblr.com
If you would play in my world, fork the datas from https://github.com/saschakb/minetest-world
 

Wolfgang
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by Wolfgang » Sun Nov 06, 2011 11:13

Staffs wrote:Well yeah but now on the new update they are supposed to shoot only at players so i guess this problem is kind of solved is'nt it ?


No. Just encountered that guy while smelting some ore in my cellar. He made a nice hole in the wall. And the floor. And the garden. Does the dungeon master destroy chests and furnaces, too? In that case I should move my storage area. So much for building underground out of griefers' sight.
 

celeron55
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by celeron55 » Sun Nov 06, 2011 16:11

They are either too overpowered or too common.
 

Wolfgang
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by Wolfgang » Sun Nov 06, 2011 23:11

Wolfgang wrote:Does the dungeon master destroy chests and furnaces, too?


Just tried it. Yes, he also destroys non empty containers. Even locked chest. So hiding valuable items in the basement is no longer a good idea. Oh and the client crashes when the chest is shot while it is open.

minetest 0,3.0 wrote:In thread 7f6acb3bd780:
/Data/wolfgang/Minetest/0.3.0/celeron55-minetest-f65d157/src/guiInventoryMenu.cpp:232: void GUIInventoryMenu::drawList(const GUIInventoryMenu::ListDrawSpec&): Assertion 'inv' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f6ac33e0700:
#0 virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD 7f6acb3bd780:
#0 int main(int, char**)
(Leftover data: #1 void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32))
(Leftover data: #2 virtual void ClientEnvironment::step(float))
(Leftover data: #3 void Client::Receive())
(Leftover data: #4 void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5 void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool))
(Leftover data: #6 virtual void Environment::addPlayer(Player*))


So maybe I should go back to airships instead of mines.
 

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kddekadenz
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by kddekadenz » Tue Nov 08, 2011 08:13

I like the Dungeon Master, he is really entertaining and scary :D
 

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Gambit
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by Gambit » Tue Nov 08, 2011 09:19

I've never had a problem with DM. I usually have enough stone swords for preparation. Plus, they're pretty scaring if they dive out of nowhere. Now if only that had a horrific roar.
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kddekadenz
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by kddekadenz » Tue Nov 08, 2011 16:08

Gambit wrote:I've never had a problem with DM. I usually have enough stone swords for preparation. Plus, they're pretty scaring if they dive out of nowhere. Now if only that had a horrific roar.


Could not say it better :)
I will create custom sounds for the mobs, but someone needs to create a fork which make it possible to play sounds.
 

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Staffs
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by Staffs » Tue Nov 08, 2011 17:35

kddekadenz wrote:
Gambit wrote:I've never had a problem with DM. I usually have enough stone swords for preparation. Plus, they're pretty scaring if they dive out of nowhere. Now if only that had a horrific roar.


Could not say it better :)
I will create custom sounds for the mobs, but someone needs to create a fork which make it possible to play sounds.

In progress gahamba or ok i dont remember but somebody is doing that already
I love mods :D
 

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kddekadenz
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by kddekadenz » Fri Nov 11, 2011 16:04

Staffs wrote:In progress gahamba or ok i dont remember but somebody is doing that already


The sounds or the sound system?
I will update my sound pack soon, which will feature a new hurt sound, improved step sounds and several other new or improved sounds.
 

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Staffs
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by Staffs » Fri Nov 11, 2011 19:58

Oh yeah it was the system but wait is the system already done or its still in dev ?
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bookwar
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by bookwar » Fri Nov 11, 2011 20:50

zigora3 wrote:just as the name implies I believe they are not well balanced at the moment, they wreck your house like its going out of style if your not careful, they're ten times worse than Endermen in Minecraft.


If you think they are overpowered now, I wonder what would you have said about those duplicating random shooting mosters we had in the previous versions. :)

DMs now shoot only if you come too close to disturb them. So if you go underground - prepare to fight (and don't forget the torches) :)
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uldics
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by uldics » Fri Nov 11, 2011 21:05

At first I thought that too - way overpowered. And I was like, ohh nighttime, have to get high up and wait for daytime. Now I go down when its nighttime. I dig great holes, wide enough to get some place to move. And if I meet one I firstly dig o a safer place, then see, if it is flat enough to quickly get to them. If it is, then I run and poke them with iron swords. They gone quite fast. If there is too bad surface with holes or lava, then I just build with stones in some 5 layers and dig over them, then down again. I leave them.
Of course, first moment when you fall somewhere is scary and can kill you, but usually I win.

My experience shows torches has no influence on DMs.
Last edited by uldics on Fri Nov 11, 2011 21:07, edited 1 time in total.
 

ForrestGump
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by ForrestGump » Fri Nov 11, 2011 21:53

Personally, I wish there were more of them, I wish they came out of the ground at night, so you had to go into your house.
 

hmmm
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by hmmm » Mon Nov 14, 2011 00:39

ForrestGump wrote:Personally, I wish there were more of them, I wish they came out of the ground at night, so you had to go into your house.

But they need to keep their Dungeon Master name. They should make another mob for the surface.
 

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Staffs
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by Staffs » Mon Nov 14, 2011 17:19

ForrestGump wrote:

Personally, I wish there were more of them, I wish they came out of the ground at night, so you had to go into your house.


If they would come out of ground they would go through your house floor :D
I love mods :D
 

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sdzen
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by sdzen » Mon Nov 14, 2011 21:06

maybe if they spawned in dark unlit places at night
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kddekadenz
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by kddekadenz » Tue Nov 15, 2011 17:06

As promised, here is the new version of my sound pack: http://celeron.55.lt/~celeron55/minetest/forum/viewtopic.php?pid=2824#p2824.
Feel free to use it, the license is Public Domain.
It features sounds for the dungeon master, too.
Last edited by kddekadenz on Tue Nov 15, 2011 17:07, edited 1 time in total.
 


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