Rejected Allow McMMO skills in Dungeons

Husky

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Hey! Husky here.

McMMO was recently removed from dungeons, which prevents benefits in skills such as Acrobatics and PVP Skills (Axes, Swords, Bows, etc) in said dungeons.

I would like to suggest them to return to dungeons, including the use of the training dummies that would allow you to gain MCMMO experience from fighting them.

So as of right now, the training dummies in the dungeons will take the following damage. For reference, I have 350 levels in unarmed.

Level 1 - 1.0
Level 25 - 1.0
Level 50 - 1.61
Dummy to the Right of the Level 50 - 5.12
Dummy on Far Right - 16.25


So as of right now, the current most accurate one to a standard mob (5.0) is the Dummy to the Right of the Level 50 Dummy.

The only difference between the natural mob spawn and this dummy (other than the .12 damage) is the consistency.

Natural mob spawners that allow you to gain XP from the mob farm with the same damage, but is less consistent - which translates to a lot of waiting around for a grind that can't really get more efficient.

The suggestion(s):
  1. Allow MCMMO experience to be earned by completing dungeons and/or using the training dummies just outside of spawn in dungeons.
  2. Balance and change the training dummies to allow the damage taken to reflect a standard mob (about 5 damage), which will in turn fix the XP problem with unarmed (The reason being the dummy on the farthest right takes triple the damage, which levels the unarmed and other PvP skills EXTREMELY fast.
Benefits:
  1. Players will benefit from grinding important skills such as Acrobatics and PvP skills.
  2. Players will benefit from a consistent and most importantly equal grinding opportunity for skills such as Axes, Swords, Bows, etc.
 
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hard -1 on the training dummies, no point in making something that cant fight back, has millions of hp, and is just there to trivialize the grind of mcmmo. id much rather us create catch up mechanics like double xp weekends or something else than just drop a infinite hp mob that you swing at for hours and hours to level up. natural mob spawners require a set up created by a player, and the inconsistency there is purely on the player building the farm for it. I would be for adding mcmmo to the dungeons server if it either didnt affect survival, or was not for the training dummies at all.
 
hard -1 on the training dummies, no point in making something that cant fight back, has millions of hp, and is just there to trivialize the grind of mcmmo. id much rather us create catch up mechanics like double xp weekends or something else than just drop a infinite hp mob that you swing at for hours and hours to level up. natural mob spawners require a set up created by a player, and the inconsistency there is purely on the player building the farm for it. I would be for adding mcmmo to the dungeons server if it either didnt affect survival, or was not for the training dummies at all.
Hey Zyp! So just to be clear, both methods are exactly the same as described, minus the set up for it.

The mobs like the dummies pose no threat when built correctly and provide the same number of XP towards the unarmed skill like the dummy that takes 5.12 damage from unarmed.

The only difference is that one involves a setup, but with the way you describe the inconsistency of mobs spawning basically makes it like punching a training dummy.

If we're trying to make it so we shouldn't move in a direction where we can farm mobs that are unable to fight back, both methods would be something we aren't looking for.

I think with some balancing and it being available to everyone, we could make it work.
 
Dungeons are on the chopping block anyways. Dungeons are not 100% going to go away atm, however even if it stays, mcmmo training in the lobby of the EM dungeon will not be allowed because it was never intended. Leveling inside of the dungeons, sure. Nevertheless, rejected
 
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