Bloodmace wrote: »
Have a mob fluidity leveling effect.
Let me explain. A hill giant shouldn’t be a level 10 creature that you see early game. It should be a near end game creature that does massive damage and takes hits like a tank. Same concept for rats or small critters, they shouldn’t be placed in high levels zone as filler mobs with end game levels. It doesn’t make sense. Every creature should have a limit cap based off their innate race. A fare few can break that cap and exceed their limitations, such as rare spawns that drop equipment, or the equipment being the reason they are more powerful.
Just my thoughts.
arsnn wrote: »
Graphical fidelity and detail only plays a secondary role for me.
The important part for me is build a coherent play between moving, audible and believable npcs and environment.Vibrancy
The key part to accomplish a vibrancy I'd say is any kind of ambient movement, so even in a mostly static world elements like moving grass/trees, ambient animals, birds and dragons flying far overhead, can be placed. There should be something keeping everything live. It could be moving clouds or a fish jumping where a fishing spot spawned.Detail
The environment doesn't need every detail, it needs some details done well. A player can latch onto a few things here and there and the fill in the rest: the blade of grass in a corner to show nobody steps there is more important than hundreds on the side of the road.Sound
Then there is sound design. Similar to the above distant sounds and ambient sound should be attached to a believable context that is actually connected to what you can experience with your eyes.NPCs
Make us feel npcs are not a means to an end.
Please place NPCs with schedules and actuall reason to exist - not only in town, but outside of it too. Make it possible to encounter fishermen or hunters early in the morning, or in the evening when they go back to the town with their catch. Maybe the market will close some of it´s services at noon because the npcs did go home.Mobs
Please don´t pit monster into clumps that are supposed to be aoe grinded with a 30 seconds respawn rate. This is probably the most obvious for mmos! The entirety of the environment is designed to host as many mobs so that everyone can kill to move on the next ride and forget about it for the rest of the experience.
I´d prefer a more complex interplay where you need to look for certain animals and hunt them. Dears roaming the forest fleeing at slightest hint you approach them. Maybe even predators that prey on them and are especially strong and valuable to kill at night due to a wolf boss that howls at the midnight´s moon and buffs his pack.
Please make crabs spawn in masses at sunset and make em rave when they move towards the shore
I think a mmo that does some of that really well is BDO. Especially in cities you feel you are part of a living world, rather than an empty shell of clustered houses with a few npcs that are essentially interaction hubs for hundreds of players simultaneously.
Edit: MMO´s unfortunately have a high pressure to produce a quantity of content, so some of the stuff might be out of scope. But some of it is actually doable especially with a solid world manager.
Ravudha wrote: »
Wind movement in trees, grass, plants, and water movement are a big one (all with accompanying sounds). Static scenery is why I quit SWTOR; planets just felt dead.
ItsFayne wrote: »
I think things like seamless transitions between biomes (Thank you Bacon), NPCs that dont just stand still and have, even slight movement, day/night cycles in a reasonable time period. Just the progression of time, and keeping immersion breaking aspects a minimal as possible.
LieutenantToast wrote: »
What are some of the elements that make for a more “realistic” or “lifelike” world when you play a game, from NPCs to environments and beyond? How much does realism matter to you generally?