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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.
Too many Static Mobs
Vashe
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I am hoping it is just a function of this being Alpha, but right now most Mobs are just standing in place. In my opinion, this is boring for a modern MMO. I am also hoping that Mob tracking will be removed from the mini-map. Unless you are a class that can track specific types. Again, I realize these are likely all just place holders.
9
Comments
its tecnical alpha
for me even the environment as well as mobs, trees resource gahtering and soone needs ajustments but it is the alpha map not the final world itself. sofar it does look great and the mobs are as mentioned placeholders. there are also only a few types of mobs in killing the same 50 mobs only with diffrent name or colorpattern.
If a mob attacks you because you entered into its aggro range why would that not put you in combat?
Your being attacked.
Whether player or monster being attacked is being attacked. You can stand there and ignore it sure but that should have consequences.
if u enter the aggro range which isnt visible shouldnt put u in combat. maybe there will be friendly mobs later on where u can stand next to them and they dont get aggroed only if u attack them.
i does go realy only if you get a mob aggroed by only passing by and without the mob deliver a hit on you, you get in combat mode which leads to you nolonger be able to sprint. if a mob did land a hit on you thats then clear that u have the aggro and so switch to combat mode.
doge and evade may effect it so you dont switch but it can be that by system these behaviors are only active if in combat mode.
if not switched so fast into combat its also possible to avoid pvp cause if doge and evade or even block is also possible outside of combat (as a passive made action) the attacked player has a speed advantage to flee to savety if active cause the attacker is in combat mode.
Now I'd like if they stood around doing something though. Grazing, sharpening a sword, and so on. More than they do at least.
If you enter a mobs aggro radius and they attack you this action by them should put you in combat.
You are being attacked after all.
with a mount you can pass them with ease even aggro like 20 mobs without getting dismounted or put in combat mode not untild you recived a certain amount of dmg or hits. so wa does on walking need you to put in combat.
i see it more from a real life perspective. if a wolf spos you and u see it would you try to run and get your self to safety or would you prepair to figth? well once the wolf did hit you you will fight but befor you problably will behave as most peoples and try to run into savety.
with that in mind aggroing a mob shouldnt change your stance only hits on you. but on hits it has an addtion if it getting auto doiged or evaded should you be switched into combat now or not thats a question there.
switch on aggro shure would be a new thing for ashes to do in a mmo rpg, i never did expirience that in those rpgs i played only upon hit. but the switch is more dissussed cause it effect your moveability many other games dont have that debuff on combat mode so the players could move at the same speed no matter if combat or not.
for the topic:
i liked how the mobs in valheim did behave, spawning outside of the players view ether if behind him or behind a obsticle. mut valheim has less long distance visability as ashes so that was possible and currently on ground level theres beside rocks nothing that blocks the vision no bushes close to gether in a certain hight to cover nor trees big enouth to give cover.
for the end version i would like to see something like a circular area in which the mobs move around (rng) and also respawns maybe with the addition at it selects a resawn as far away from players as possible. so spawn camping does recuire some movement