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Too many Static Mobs

VasheVashe 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.

Comments

  • Katt FarrellKatt Farrell Member, Alpha One, Adventurer
    I agree with what’s said here
  • AsytraAsytra Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Would definitely be nice to see more immersion here. Perhaps allow mobs to fight other mobs, and give them a reason for being in an area. For example: Have nests, tents, other world building items to make it look like the mob is living there.
  • AsraielAsraiel Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2021
    NPC AI is part of the testing
    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.
  • VarkunVarkun Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    You should head down to the beach the trolls have something to say to you :-)
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    Never write a check with your mouth you can't cash with your ass!.
  • Ir1shguyIr1shguy Member, Alpha One, Alpha Two, Early Alpha Two
    I agree but like others say this is only alpha preview so I would guess the AI systems just have not been turned on yet.
  • GovsGovs Member, Alpha One, Alpha Two, Early Alpha Two
    Some of those mobs had me sprinting! I'm looking at you giant spiders that followed me which felt like an eternity!
  • AsraielAsraiel Member, Alpha One, Alpha Two, Early Alpha Two
    i just hope that they change the system on entering battlemobe once a mob has agro on you to only if a mob hit you and deal dmg (not doge, evade or block) that this triggers you into battlemode. on the reset behavior the mob can stay at the point where it lost the agro and may slowly walk back to its spawn area. it doesnt need to run back to the point it spawned and waited it most mobs in mmorpg does. it definetly can be something new in ashes
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I keep advocating for no leashes.
    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.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • AsraielAsraiel Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2021
    If a mob attacks you because you entered into its aggro range why would that not put you in combat?

    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.
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I just wanted to note that they aren't all just standing around. Most are but I do see some moving about, sometimes running. It makes it a bit nerve-racking when I'm trying to make my way between them and I'm planning my route around them and one moves. I think it's okay as-is, with a few moving around but most standing still.

    Now I'd like if they stood around doing something though. Grazing, sharpening a sword, and so on. More than they do at least.
     
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  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I am sure that as we move forward the vast majority will get pathing to some extent or another.

    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.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • AsraielAsraiel Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2021
    well on attack yes that should change you to combat mode but not aslong as they charge on you. once made a hit on you its totaly fine being switched to combat.

    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
  • SoggyBandaidSoggyBandaid Member, Alpha One, Alpha Two, Early Alpha Two
    I agree that going combat on aggro alone is something I would like changed. It takes the flight option out of fight or flight because the mobs move faster than me in combat. I'd also like to add that whether pathing or standing, I think something needs to be done with the leash mechanics. The mobs regen to full health and rocket back to their starting point in a way that is unrealistic and immersion breaking. I tried a couple times to snipe mobs chasing mounted players, and they reset health and teleported through me back to origin... then aggroed to me with full health after reset to kill me. Not my finest moment as a gamer, but it definitely felt lacking.
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