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Monster/Mob diversity and Monster/Mob variation of attacks

As far as i know we currently know nearly nothing about the actual enemies that we are going to see in AoC and what kind of attacks we will see from mobs. Yes we have seen some gameplay but we don´t have much information, except that we have seen a few enemies.

In my opinion it is very important that we have a huge variety of different monsters with different attacks.
That is the purpose of this thread: I wan´t to hear you opinion on monster diversity.


My Opinion:
Most people here will probably spend a lot of time in AoC.
And i think most people will agree that it will get boring really fast if you just have one type of a specific enemy. 

Lets take the mushrooms we have seen multiple times as an example.
If there is only one type of mushroom all over Verra i think most of you will probably hate these mushrooms after a month. And the sooner you hate a specific mob the sonner you will think of it as grinding wenn killing this mob.

In my opinion there are 4 possibilities to bypass this:

1. Reskin/different models of Mobs to add variety: 
Just a visual difference of the same mob.
From this you get at least a litte bit of visual variety.

2. Reskin of Mobs with impact on the attacks:
Examples:
Green mushroom: poison cloud (AoE)
Red mushroom: Fire bolt (DoT due to "on fire")
Blue mushroom: Ice attack (CC stun)

3. Mob-Subtypes:
Subtypes of mobs with different abilities and/or strength level.
Baby mushroom, Exploding mushroom, Juggernaut Mushroom, Flying mushroom, etc.
Examples (while considering point 2.):
Green Baby mushroom: small Poison cloud and nearly no HP
Green Juggernaut mushroom: giant Poison cloud and a lot of HP and additional Armor and a charge attack
Green Flying mushroom: leaves a trail of poison and will fly fast in a random pattern.

4. Attack variety of one specific mob.
Independent from the first 3 points. If a normal mushroom has like 10 different skills and different behaviours it will take longer until you think that normal mushrooms are boring opponents.


In my ideal world all 4 points would be present in the game. 

What are you all thinking about this?
Do you have additional wishes or "must-haves"on Mobs?
Is there maybe some of this already confirmed?

«1

Comments


  • I hope there will be regular monsters with low AI and hard monsters on barren parts of the map with higher AI.
    My ideal opponents would be somewhat similar to runescapes.

    Mobs in poisonous dungeons that force you to react against if you dont want to be killed.
    You see their animation loading their bow or whatever and you have to dodge or los it if you dont want to take a heavy blow.
    You must pay caution to where you fight so you dont pull more than you can handle.
    If you party up you need to move towards higher mob crowds to make it worthwhile and risk pulling too many and wiping.
    A quest line to introduce you to them and special gear that you need to process the pieces they drop. Like a sinew that you can craft into a bow string, but its extreme difficult to harvest intact, making them extremely rare.

    Easier monsters that drop normal crafting resources, like hides, mushrooms, teeth, claws, meat, bone, etc. They should also be unique, like you can find mushrooms alive and moving in only certain parts of the map and the skills they use are unique to mushrooms, some with poison powder, some with stun spore and things like that.
    Then on other parts of the map you wont find the skills recycled. If there are poisonous effects they are not displayed with similar animations. Like demons could instead have a claw attack that leaves a dot, dragons that breath poison.

    I would also like it if all of the monsters didnt get along. You couldnt find demons around mushrooms but have their own comfort areas.
    Mushrooms like wet, demons dark areas etc.
    The deeper you go into that area the harder the mobs become.

    It would also be great to have hostile clans and cults of different races with intelligence, so you could kill them for resources or beginner weapons/armor, so not everything you wore while leveling had to be from crafting.
  • I like the ideas they are talking about in pantheon. The mob personalities (or whatever they call it) where some may run away at a certain hp, others may immediately try to pull another pack, others that try very hard to move out of melee etc. 

    We also know that mobs by the road will be easy, the mobs in the forest more difficult and the mobs up the mountain more difficult still in each node. But don't just give us different mobs or simply increase stats to get this difficulty. I'd like to see smarter AI with this increased difficulty, maybe small packs instead of single mobs, pack synergy, environmental hazards etc. Essentially, try to achieve this enhanced difficulty as you move deeper and deeper in the wilderness through different means. You don't just need to go from imps to goblins to trolls, you can have only imps by the road, forest and mountain and make the encounters very different in difficulty.
  • Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis



  • Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis



    Thats a lot of magic mushrooms 
  • nagash said:
    Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis



    Thats a lot of magic mushrooms 
    Hopefully it leads to a good trip ;)
  • @NeuroGuy Really love the Idea of mob personalities. Hope we will have something like this. And smarter AI is always better.

    Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis
    This fits definitely better to mushrooms than my example.

    And since we are talking magic mushrooms here (looking suspicously at undead tea-master @nagash)
    We could add another mushroom with  hallucination effects. You start seeing  powerful demons and weird forms around you for a few seconds if this mushroom hits you.
  • Augentier said:
    @NeuroGuy Really love the Idea of mob personalities. Hope we will have something like this. And smarter AI is always better.

    Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis
    This fits definitely better to mushrooms than my example.

    And since we are talking magic mushrooms here (looking suspicously at undead tea-master @nagash)
    We could add another mushroom with  hallucination effects. You start seeing  powerful demons and weird forms around you for a few seconds if this mushroom hits you.
    Node filled with Hallucinating mushrooms anyone? ;)
  • Augentier said:
    @NeuroGuy Really love the Idea of mob personalities. Hope we will have something like this. And smarter AI is always better.

    Green mushroom: poison cloud (AoE) Agree
    Red mushroom: pepper spray. Causes blindness.
    Blue mushroom: Causes paralysis
    This fits definitely better to mushrooms than my example.

    And since we are talking magic mushrooms here (looking suspicously at undead tea-master @nagash)
    We could add another mushroom with  hallucination effects. You start seeing  powerful demons and weird forms around you for a few seconds if this mushroom hits you.

  • ArchivedUserArchivedUser Guest
    edited November 2018

    mushroom with  hallucination effects

    Related image
    Image result for mushroom with  hallucination effects
    These will get your old bones rattling
  • It's irrelevant. Mobs are mobs, they are here to be killed, whether they colored differently or use different abilities doesn't matter. The overwhelming majority of the players not going to be less/more bored by it.

    Ofc they can waste their time on things like this, but this is a "doesn't matter" level of thing. On the other hand it's rather easy to implement the mentioned things, with the decent architecture.
  • akmaa said:
    It's irrelevant. Mobs are mobs, they are here to be killed, whether they colored differently or use different abilities doesn't matter. The overwhelming majority of the players not going to be less/more bored by it.

    Ofc they can waste their time on things like this, but this is a "doesn't matter" level of thing. On the other hand it's rather easy to implement the mentioned things, with the decent architecture.
    The majority of gamers i know care about variety in games. And most of them lose interest pretty fast if every mob is the same or has the same attacks. So where do you get your information that the majority doesn´t care about this?
    So in your opinion it would be okay if the whole game had only one type of mob? Fighting the same mushrooms for eternity?

  • mushroom with  hallucination effects

    Related image
    Image result for mushroom with  hallucination effects
    These will get your old bones rattling
    How would that even work?
  • nagash said:
    mushroom with  hallucination effects
    These will get your old bones rattling
    How would that even work?
    Thats right I forgot you dont even have any eyeballs.
  • I would assume they will have many different types of mobs to kill and or variations also I am going to assume they will follow the general mmorpg where yes it will be open world but will have different lvl mobs depending on zone or area you will be in however I could be wrong and they could very well mix in multi lvl mobs in the same areas thus making it very interesting and would keep 3rd party bots from being able to auto farm for gold  
  • ... but will have different lvl mobs depending on zone or area you will be in however I could be wrong and they could very well mix in multi lvl mobs in the same areas ...  
    Both are partially the case, mobs by the road will be easy, the mobs in the forest more difficult and the mobs up the mountain more difficult still in each node making mobs more challenging in the node when you move away from civilization (while still in that node).

    On the other hand, all nodes won't have the same difficulty/level of mobs as the level of each node also dictates the difficulty, i.e. the higher the node level, the more dangerous the mobs may be in that node (but also following the previous pattern I mentioned).

  • mushroom with  hallucination effects

    Related image
    Image result for mushroom with  hallucination effects
    These will get your old bones rattling
    It would be cool if they would spawn illusionary animals that only you could see. They would "attack" you and you would even "loose" hp from your perspective, but everyone else would just see you attack the air xD
  • akmaa said:
    It's irrelevant. Mobs are mobs, they are here to be killed, whether they colored differently or use different abilities doesn't matter. The overwhelming majority of the players not going to be less/more bored by it.

    Ofc they can waste their time on things like this, but this is a "doesn't matter" level of thing. On the other hand it's rather easy to implement the mentioned things, with the decent architecture.
    So you would be okay to kill bears, that would only get darker all the time? Like...
    A white LvL1 bear and then a light grey LvL5 bear etc. ?

    Add diversity is one of the most important things in games ever for me. 
    Important things: Mechanics, Graphics, Monster-Design(Design at all), Gameplay.
  • Augentier said:
    The majority of gamers i know care about variety in games. And most of them lose interest pretty fast if every mob is the same or has the same attacks. So where do you get your information that the majority doesn´t care about this?
    So in your opinion it would be okay if the whole game had only one type of mob? Fighting the same mushrooms for eternity?
    Well that should be some extremely high level of casualness your friends have then, as you need be on a entirely different level, to watch how does a random quest npc look before killing x just to get to the next so deep quest with a another kind of npc...

    But the wast majority of players don't care. Why would they? The leveling part is less than 1% of a mmo. Whether a mmo will succeed or fail isn't depends on minor things like this, it's solely by the endgame content and the gameplay (=mostly combat) which matters.
  • akmaa said:
    Augentier said:
    The majority of gamers i know care about variety in games. And most of them lose interest pretty fast if every mob is the same or has the same attacks. So where do you get your information that the majority doesn´t care about this?
    So in your opinion it would be okay if the whole game had only one type of mob? Fighting the same mushrooms for eternity?
    Well that should be some extremely high level of casualness your friends have then, as you need be on a entirely different level, to watch how does a random quest npc look before killing x just to get to the next so deep quest with a another kind of npc...

    But the wast majority of players don't care. Why would they? The leveling part is less than 1% of a mmo. Whether a mmo will succeed or fail isn't depends on minor things like this, it's solely by the endgame content and the gameplay (=mostly combat) which matters.
    No one here said anything about leveling or endgame. And no one here talked about quest NPCs.
    We were talking about monsters/enemies. And guess what ... you also have enemies in endgame.

    And as you said: "gameplay (=mostly combat)" is important.
    Now tell me: How good exactly is your gameplay if you just have one type of enemy with only one  type of attack in the whole endgame? 
    And thats what this thread is about. Variety of monsters/enemies and their attacks.

    If you´re okay with having just one boss (yes bosses are also enemies/monsters) in the endgame then go ahead. But you can´t tell anyone that the vast majority of players don´t care.
  • akmaa said:
    The leveling part is less than 1% of a mmo. Whether a mmo will succeed or fail isn't depends on minor things like this, it's solely by the endgame content and the gameplay (=mostly combat) which matters.
    You are making a false assumption that this is the case in AoC. It has been explicitly stated that it is not. In fact, most upcoming mmos emphasize that leveling isn't just something that is in the way of you and the "endgame". You can check out some wikis and videos for this.
  • Augentier said:
    No one here said anything about leveling or endgame. And no one here talked about quest NPCs.
    We were talking about monsters/enemies. And guess what ... you also have enemies in endgame.

    And as you said: "gameplay (=mostly combat)" is important.
    Now tell me: How good exactly is your gameplay if you just have one type of enemy with only one  type of attack in the whole endgame? 
    And thats what this thread is about. Variety of monsters/enemies and their attacks.

    If you´re okay with having just one boss (yes bosses are also enemies/monsters) in the endgame then go ahead. But you can´t tell anyone that the vast majority of players don´t care.
    Let me make one thing clear: the word "mob" doesn't include bosses, it only means the random "nameless" npc's that are present in a high numbers just to be killed...

    NeuroGuy said:
    akmaa said:
    The leveling part is less than 1% of a mmo. Whether a mmo will succeed or fail isn't depends on minor things like this, it's solely by the endgame content and the gameplay (=mostly combat) which matters.
    You are making a false assumption that this is the case in AoC. It has been explicitly stated that it is not. In fact, most upcoming mmos emphasize that leveling isn't just something that is in the way of you and the "endgame". You can check out some wikis and videos for this.

    LMAO
    XDDDDDDD
    If that's true, then it's already too late. They aren't reinvent the wheel here... it was already attempted many times already, and - guess - it failed horribly every time.
    But oh well... let's do the communism style, maybe it works next time... (hint: it ain't)
  • akmaa said:
    Augentier said:
    No one here said anything about leveling or endgame. And no one here talked about quest NPCs.
    We were talking about monsters/enemies. And guess what ... you also have enemies in endgame.

    And as you said: "gameplay (=mostly combat)" is important.
    Now tell me: How good exactly is your gameplay if you just have one type of enemy with only one  type of attack in the whole endgame? 
    And thats what this thread is about. Variety of monsters/enemies and their attacks.

    If you´re okay with having just one boss (yes bosses are also enemies/monsters) in the endgame then go ahead. But you can´t tell anyone that the vast majority of players don´t care.
    Let me make one thing clear: the word "mob" doesn't include bosses, it only means the random "nameless" npc's that are present in a high numbers just to be killed...
    Acutally if you look up the definition of "mob" it doesn´t exclude bosses...
    There are even words for it: "boss mob" or "named mob".
    Please excuse me for i have not explicitly stated that i also mean bosses.
    Next time i write something about mobs i will use the word enemy. Hope that includes all types of non friendly NPCs for everybody.
  • You know the bdo community is joining the ashes train when you start people making unfounded claims, sometimes so ridicilous they make you laugh.

    I have no idea why Akmaa is even on these forums when all he's looking from an mmo is already in bdo.
    They have cool combat and their only content is normal oneshot mobs that barely differ from another.


    You should accept that there are people who are looking up to everything Steven is selling, fantasy, immersion, polish, changes in game based on reason and not on greed.
    We love the vision Steven has. He's making mmo for the experience of imagination, not grinding and efficiency optimization.

    I want to be amazed fighting monsters, leveling and unveiling new nodes and monsters. 
    I am not the only one, that is why there is a market for a game like that and that is why AoC exists and is getting huge amounts of support from mmo community, even thought the game is still far from release.

    This topic is here for people to release their imagination and tell us what they can see, not for you to talk down people just because they can see round Tellus or a way to wirelessly transfer power.
  • You know the bdo community is joining the ashes train when you start people making unfounded claims, sometimes so ridicilous they make you laugh.

    I have no idea why Akmaa is even on these forums when all he's looking from an mmo is already in bdo.
    They have cool combat and their only content is normal oneshot mobs that barely differ from another.


    You should accept that there are people who are looking up to everything Steven is selling, fantasy, immersion, polish, changes in game based on reason and not on greed.
    We love the vision Steven has. He's making mmo for the experience of imagination, not grinding and efficiency optimization.

    I want to be amazed fighting monsters, leveling and unveiling new nodes and monsters. 
    I am not the only one, that is why there is a market for a game like that and that is why AoC exists and is getting huge amounts of support from mmo community, even thought the game is still far from release.

    This topic is here for people to release their imagination and tell us what they can see, not for you to talk down people just because they can see round Tellus or a way to wirelessly transfer power.
    It's been a hard month 
  • ArchivedUserArchivedUser Guest
    edited November 2018
    @NeuroGuy i agree with you ,we need smart mobs such as mobs that are migrating,mobs fighting each other because of teritorry,mobs eating small mobs to survive, and mobs with same class but have different stats.
  • Zaczac271 said:
    @NeuroGuy i agree with you ,we need smart mobs such as mobs that are migrating,mobs fighting each other because of teritorry,mobs eating small mobs to survive, and mobs with same class but have different stats.
    Direct mob-mob interaction would be cool, not sure if it's confirmed. But in terms of dynamically changing and moving mobs we already got it buddy. The day-night cycle and seasons will change, among many other things, what mobs will be available and even maybe their behavior/aggression. Changes in the node (i.e. node level) also attract more & different mobs that would want to destroy the node/threaten its denizens nearby. In the node video they discuss the geographical location of the node determining what mobs spawn etc. 
    https://www.youtube.com/watch?v=mMvubbX-SHg&t=2m56s
  • I hope theyll develope ecosystem(predator and prey relationship). Plants are eaten by weak mobs and weak mobs are prey for stronger mobs. Where mobs will totally ignore you because they are running away from stronger mobs. I know its difficult to create but hoping for somthing like this.
  • ArchivedUserArchivedUser Guest
    edited November 2018
    @NeuroGuy dude its sick, thnx btw. Really looking forward for it.
  • Augentier said:
    Acutally if you look up the definition of "mob" it doesn´t exclude bosses...
    There are even words for it: "boss mob" or "named mob".
    Please excuse me for i have not explicitly stated that i also mean bosses.
    Next time i write something about mobs i will use the word enemy. Hope that includes all types of non friendly NPCs for everybody.
    "boss mob" != "mob"
    Actually the world "boss mob" is **** anyway, when was the last time you said "let's go to this raid, and kill that boss mob" or simply "today we kill that mob"?
    Literately everyone would be like wtf? Player's ain't referring to bosses as mobs. They are simply bosses, putting the "mob" after the word "boss" is redundant too.
    Nevertheless most of time they are called by exact name, as it's important. And this is exactly the opposite what mob means. Mob is a npc, whose name is ain't important. Bosses aren't like that.

    Also ofc bosses will be unique, that's not even a question, what else would they be?
  • Regarding both predator/prey relationships between mobs and also the seasons that will change in the game, here is a rw parallel that could be in game:

    The great annual migrations in Africa and (formerly) in North America, where buffalo or wildebeasts or reeboks and other game animals move from season to season followed by wolves and lions and attacked by Crocs at the river crossings.  In AoC we could have herds of mobs which migrate across nodes in sync with the seasons, they could be preyed upon by other mobs along the way.

    The lucky hunter who puts down a freehold next to a migration path might be the first player to realize what is going on.  Those with a keen eye to the game environment would have an advantage.  Those who expect to have AoC like other games they have played would never expect something like this.

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