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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Will the world be alive?
ArchivedUser
Guest
When I ask this I'm not talking about node leveling, unlocking unique quests/events. I'm talking about the more mundane part. If I deforest an area will I be able to return in an hour to find all the trees have magically re-appeared or will I have to wait a much longer period of time for them to re-grow? (so I basically have to look elsewhere) This goes for all types of things like flora and fauna.
This also extends to things like mobs......If I wipe out that pesky Orc camp, will they just keep eternally spawning? (meaning I didn't actually wipe anything out)
Or dungeons.....after a period of time will that dungeon collapse and you will have to find another one?
I guess my point is, I think it's silly that in most games I can go online to find a map of where X or Y is located and it will always be the case whether it's today or 2 years from now. I would much prefer things in the world change and not be static. That would mean maps would only ever be a temporary tool and would have to be constantly be updated to be relevant.
This admittedly might be a lofty goal and would be an incredible programming headache but I can hope
This also extends to things like mobs......If I wipe out that pesky Orc camp, will they just keep eternally spawning? (meaning I didn't actually wipe anything out)
Or dungeons.....after a period of time will that dungeon collapse and you will have to find another one?
I guess my point is, I think it's silly that in most games I can go online to find a map of where X or Y is located and it will always be the case whether it's today or 2 years from now. I would much prefer things in the world change and not be static. That would mean maps would only ever be a temporary tool and would have to be constantly be updated to be relevant.
This admittedly might be a lofty goal and would be an incredible programming headache but I can hope
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What we won't see is Orcs packing up to seek a safer location.
Dungeons and mines, etc., will simply respawn elsewhere.
How long it will take to reappear in the same location? Who knows?
We'll have to see how seasons affect it all.
https://www.youtube.com/watch?v=VmRggTwhiew
Gone are the days of fixed dungeon maps, static world backdrops and fixed spawn points
https://youtu.be/VmRggTwhiew
This is 1000's of times easier than the way it used to be done
What? You don't like how in most MMOs that 'questgiver' NPC is standing at their post 24/7/365 waiting patiently to help all adventurers collect those 10 wolf pelts?!
Honestly this was the first shortcoming I noticed when I started playing MMO's. I thought that the blacksmith I got a quest from should have his normal work day, close down for the night and not be available until morning but yet there he was, just waiting for me in the dead of night to deliver my finished quest to him for a reward.
So yes, I totally agree it would be a great stride forward if the NPC's in a town actually appeared to go about a fairly normal routine (not say just a few key point cycles, only to return and do them again 5 mins later. I don't know how possible THAT is to program but it would be nice.
You could also be out wandering around and come across enemy factioned npc's/monsters already fighting each other! It really went a long way to make it seem the world was living and carried on even when you weren't there.
@Warkov I want to find out more about the "adaptive AI" for mobs that IS have talked about. I'm guessing that running into a mob of wolves one time might cause them to startle and scatter, but the next time they might put up a fight or even hunt you down, so this might be along the lines of what you're talking about?
As for Npcs, they would either attack, help, or be indifferent towards you and other npcs/monsters. Whenever you would kill a gang or faction affiliated npc you'd get negative faction with them, and positive faction with their enemy npc. You could also gain faction through questing too. So it was a balancing act on who you should and shouldn't attack.
So let's say you are out in the wild and you decide to attack some big bad monster, and you start losing. Well off in the distance you see a gang of swoopers. If you had good standing with them you could drag the monster within range of them and they would see you and come running to help you kill the monster. But there could be a different gang that's nearby for instance, and since they are the enemies of your swoop gang friends, they proceed to come attack them and you. This mechanic could lead to some temporary all out brawls where everyone is attacking everyone else, and it could even allow you to slip out of the fight unnoticed. It was a ton of fun! A heck of a lot better than attacking one npc that spawns in the same place over and over.
It also wasn't uncommon while out exploring the world to stumble across npc's fighting each other, or fighting predator type monsters. It makes for some memorable and fun experiences. So I really hope that IS captures some of that creative npc magic. I'd also like to see npc's that don't have static pathing, as well as ones that are only around during certain times of the day, and look to be going somewhere, or performing a mission.
oh oh! I also remember dynamic quest givers that would spawn in the wild and approach you to help them. So say you are out exploring the world. A lady npc sees you and runs up to you. She tells you that so-so is attacking her family/home etc nearby, and can you please help her. You can choose to help or decline etc. But if you accepted it would turn into a neat little mini mission close to wherever you are already exploring etc.