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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.
Would you guys be against mobs being more interactive?
234Graph
Member
I've seen the past few recent livestreams and the mob movesets are pretty ok(which is good for a game in alpha), but I think it would be even better if mob bosses could be a lot more interactive in their attacks. My point is primarily on bosses not regular mobs.
E.g the video below, refer to 02:00 - 03:00 for what I'm talking about:
What do you guys think?
https://youtu.be/eLj811SvqLE
E.g the video below, refer to 02:00 - 03:00 for what I'm talking about:
What do you guys think?
https://youtu.be/eLj811SvqLE
2
Comments
Many questions can be answered just by consulting the Wiki (instead of starting a new Forums thread).
https://ashesofcreation.wiki/Artificial_intelligence
https://ashesofcreation.wiki/Mobs
But that aside, yes, I want all mobs to be way more active that just "stand there and use 2.5 abilities in one direction".
Solo mob I believe
the tradeoff would have to be, we arent farming 10-30 mobs at a time like in other games (bdo as an example) but we can only handle as a player 1-3 at a time safetly, more requiring a group.
This being, technical limitations of needing more processing power for each mob
More interactive than what?
I'm not sure if you're using the video as an example of 'basic that you would like to be better', 'interactive that you don't think is likely', or 'making a contrast between it and something else'.
What I would really like to see are different NPC factions/races/groups/whatever actually working together in game.
For example you run into a goblin camp, the trash at the beginning is pretty easy to solo pull, or outright avoid if you want.
The further you get inside, the less and less chance you have to ever get a solo pull and mobs start aggroing off of each other and attacking the threat - you, together.
I would certainly like more options to interact with NPC's and creatures in general.
Dialogue options, bartering trades, requesting assistance, hiring, taming, scaring off, pacifying, and even engaging in combat.
Yes, a wide range of abilities, constantly changing attack patterns, and a level of combat tatctic that change depending on context in relation to the creatures intelligence level would be welcome. I also believe this is Intrepids plan. There are some information about this regarding the use of modern AI in NPC behaviour control, to replace the more traditional scripted encounters.
Such options are very basic but engaging.
While that sounds nice in concept, dying to utter randomness isn't particularly fun and devalues strategy. I'll explain why.
Let's say you're fighting mobs in an open world dungeon as a solo player, and just as you leash a mob, a PKer appears. If RNG favored you and the mob is attacking you alone, you have enough vitality to survive the PKer's attacks as well and run away. If RNG didn't favor you and that mob called three more, your health is being rapidly depleted and the PKer effortlessly finishes you off.
The above scenario is transposable to group scenarios. Took every precaution but got unlucky and have 20 mobs on your asses? Too bad. Get wiped by a passing party of PKers.
If you can't "speed run" something, that would mean that it takes a set amount of time to finish that said thing. Without a minimal time, technically anything can be speed ran. No matter how hard something is, it can be speed ran as long as time doesn't set a restriction.
I am familiar with experiencing events and being attacked by large groups of players in Guild Wars 2, particularly in the World vs World mode. This does not bother me as I have grown accustomed to the mechanics and can anticipate them.
While I recognize that completely random occurrences can be problematic, I am okay with fair and predictable events when the rolls brings a bit of spice.
I get the notion that you've never played a PvX Sandbox with consequences before. There's a big difference between an open-world PvP with regressive death and something like GW2. While a theme park like GW2 might have no real danger of loss no matter how often you die, you'll quickly notice that dying in a game like AoC where gear, loot, and dozens of hours of progress are on the line isn't as blasé. Dying to underbaked mob RNG will have players rioting.
I am one of the greatest PKs in Ultima Online history btw, I lived off by mining people and I barely never had to buy or grind anything
AoC won't have full loot anyway, you will lose some gathereables and that's all, then you will have some debuffs, AoC consequenecs are pretty mild
The only big consequences will come when the node gets destroyed
Anyway, the topic is about mobs