Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Mob Spawning / AI
ArchivedUser
Guest
Just a couple of random musings:
If I recall correctly, during Ever Quest Next there was a planned dynamic to the mob spawning location that sounded very promising to achieve a dynamic to the danger and safety of the landscape away from cities.
They had a system in place that was taking metrics from mass player movement in game. Certain Mobs had a greater chance to congregate and spawn randomly on some of the less common player path choke points between cities. They would close off the route, requiring players to overcome them by bringing back more players to fight and to pass or choose a different route.
One of the lasting memories from Asheron's Call beta, in the day, was a mob that had decided to pursue me at range for much of the map, coming close then waning away, waiting the chance to attack.
If I recall correctly, during Ever Quest Next there was a planned dynamic to the mob spawning location that sounded very promising to achieve a dynamic to the danger and safety of the landscape away from cities.
They had a system in place that was taking metrics from mass player movement in game. Certain Mobs had a greater chance to congregate and spawn randomly on some of the less common player path choke points between cities. They would close off the route, requiring players to overcome them by bringing back more players to fight and to pass or choose a different route.
One of the lasting memories from Asheron's Call beta, in the day, was a mob that had decided to pursue me at range for much of the map, coming close then waning away, waiting the chance to attack.
0
Comments
so I assume you can expect stuff kinda like that!
More info check out theses videos
https://youtu.be/mMvubbX-SHg
https://youtu.be/44HChA1Kkfk
Hope these help!
So creature type and rarity will probably be biome specific as well as season specific.
Let alone dependant on node quest selection.