AurumVitae wrote: » I would prefer intelligent monsters to tough "mobs". I find grinding mobs boring (they're just mobile targets, after all). When I was playing WoW (a long time ago), I remember the kobolds in Goldshire. I kept wondering why they just stood there while I slaughtered their friends. I thought it would be cool if they raised the alarm and formed a militia to fight off players, maybe retreating underground and gathering before sending out raiding parties against Goldshire (assuming they could find it) before their ire eventually died down and they went back to normal. They could even have used the healer/tank/dps strategy so beloved by players. Being not very bright, and cowards at heart, they could even do silly things, like the healer cowering in horror while the rest got slaughtered, or the tank running away while the others fought. Maybe one of the kobolds gets so excited he attacks his own party instead of the enemy they're fighting. Of course, more powerful and intelligent enemies would have more effective tactics and discipline. I know that level of AI is difficult (if not impossible) to program, and very difficult to implement on a scale the size of the world that AoC will be, but it would be nice if the NPC enemies were something other than simple 1-strategy target dummies. And yes, a mob on your level should have a chance to kill you if you're not on your game, but not be so difficult that a bit of lag gets you killed. It's a tricky balance.
Damokles wrote: » AurumVitae wrote: » I would prefer intelligent monsters to tough "mobs". I find grinding mobs boring (they're just mobile targets, after all). When I was playing WoW (a long time ago), I remember the kobolds in Goldshire. I kept wondering why they just stood there while I slaughtered their friends. I thought it would be cool if they raised the alarm and formed a militia to fight off players, maybe retreating underground and gathering before sending out raiding parties against Goldshire (assuming they could find it) before their ire eventually died down and they went back to normal. They could even have used the healer/tank/dps strategy so beloved by players. Being not very bright, and cowards at heart, they could even do silly things, like the healer cowering in horror while the rest got slaughtered, or the tank running away while the others fought. Maybe one of the kobolds gets so excited he attacks his own party instead of the enemy they're fighting. Of course, more powerful and intelligent enemies would have more effective tactics and discipline. I know that level of AI is difficult (if not impossible) to program, and very difficult to implement on a scale the size of the world that AoC will be, but it would be nice if the NPC enemies were something other than simple 1-strategy target dummies. And yes, a mob on your level should have a chance to kill you if you're not on your game, but not be so difficult that a bit of lag gets you killed. It's a tricky balance. That kind of high-level AI would make it impossible to quest for solo players though^^
Damokles wrote: » That kind of high-level AI would make it impossible to quest for solo players though^^
AurumVitae wrote: » Damokles wrote: » That kind of high-level AI would make it impossible to quest for solo players though^^ It would make it more challenging. You couldn't solo the groups, but you could pick off the strays. Or just wait for it to reset. Or wait until one of the wandering groups stopped to attack something, and then take them out one by one. You would have to get creative, which is where the fun comes in!
AurumVitae wrote: » It would also be something to consider when designing the system, like maybe limit NPC groups to 3, make sure they don't work together well, etc. As in the AI wouldn't just be fighting, but role playing appropriately to the monsters level. But for the most part, you would probably be right, and like I said, it's probably impossible to make work anyway.
AurumVitae wrote: » Damokles wrote: » That kind of high-level AI would make it impossible to quest for solo players though^^ It would make it more challenging. You couldn't solo the groups, but you could pick off the strays. Or just wait for it to reset. Or wait until one of the wandering groups stopped to attack something, and then take them out one by one. You would have to get creative, which is where the fun comes in! It would also be something to consider when designing the system, like maybe limit NPC groups to 3, make sure they don't work together well, etc. As in the AI wouldn't just be fighting, but role playing appropriately to the monsters level. But for the most part, you would probably be right, and like I said, it's probably impossible to make work anyway.
azathoth wrote: » Yes! I wouldn't consider it an RPG if death wasn't an option. Should perma-death be implemented? That would be different, and likely end with a mass exodus from the game.
arzosah wrote: » absolutely, if there is no risk the game gets boring.