I REALLY love these Dev Discussions, the amounts of creative ideas is just amazing.
How about if the mobs had peripheral vision, and if you walk behind them, they don't attack?
Or maybe if you go up in the mountains, the mob are crazy angry and attack you from 100m , but if you are down where they can easily find food and it's warm to be more calm and attack you when you are really really close to them :)
The idea of peripheral vision can be very fun in dungeons, all party behind an elite mob!
Regarding the distance I remember a game, Comandos, where the npcs has a peripheral vision of two types, one that automatically generates aggro, an another than doesnt generate if you were stretched out on the ground. Using the same mechanic you can do it with a lot of things, for example, you are in the "light" agro zone BUUUUT you are inside a bush (water, or any other kind of similar environment), so you dont aggro him. Just if you go out of bush, or get in the "hard" agro zone.
Me gustaria que todos los personajes tuvieran un sistema de afinidad con el personaje, entiendo que eso es imposible, pero si pudiera ser con algunos personajes clave, vendedores e instructores de profesion e incluso de clase para enseñarte algunas habilidades especiales (que consten de distinta manera de hacer la misma habilidad, como que saliera fuego en el cargar o más sangre al pegar un hachazo aunque no tenga ninguna consecuencia en el daño real)
I would like all the characters to have a character affinity system, I understand that this is impossible, but if it could be with some key characters, vendors and profession instructors and even class instructors to teach you some special skills (which are stated in different ways to do the same ability, such as fire coming out when charging or more blood when hitting an ax even if it has no consequence on the real damage)
me disculpo por poner cosas que no tienen mucho que ver con este post pero es que estoy muy emocionado con el juego.
I apologize for putting things that do not have much to do with this post but I am very excited about the game
Greetings!
About allied NPCs:
- I think it is very important that when entering cities or villages you feel "alive". That the NPCs have conversations with each other, that they move around the area etc.
An example; if you program several positions of the NPCs and that depending on the time of day or randomly they change position, this would make it feel totally different every time you enter a village.
Who would not want to arrive at the blacksmith's shop one day and find that the blacksmith is having a beer in the tavern? As long as the minimap or map puts the location of the sellers with their respective names, it would not be difficult to find where they are at that moment.
- I share the idea of someone who has commented that the NPCs could have different personalities, rude and close the trade window, annoying sellers that chase you, etc. One of the things that I think is important (This is about reputation if you plan to implement it) would be that it was important beyond the objects that allow you to buy, that is, depending on your reputation with said "city/area or village" was cheaper, some NPCs will talk to you differently.
About enemy mobs:
-Something that has always seemed "boring" to me is that it costs you the same to kill a wild boar as it does to kill a bandit... that the only thing that changes is his life and his damage. In my opinion, each mob must have something that makes it special, it can be simply a simple ability, debuff, attack that has to be dodged, etc.
- I've read about the idea of peripheral view... I've been excited, the number of little things you could do, how much fun it could be to sneakily avoid mobs by walking (not running) from behind without necessarily being a rogue I think which would give the mobs quite a thrill.
- I think that the unpredictable mobs are the most fun, although I think that abusing them could be a bit tiresome in the long run. I would love to but I know that there are many people who like to fight against a creature knowing everything it will do. I think unpredictable mobs would be a great idea in certain places or with certain creatures. Moreover, implementing the "randomness" system when it comes to a boss mechanic, could make it really difficult and a challenge for the most hardcore...
I REALLY love these Dev Discussions, the amounts of creative ideas is just amazing.
How about if the mobs had peripheral vision, and if you walk behind them, they don't attack?
Or maybe if you go up in the mountains, the mob are crazy angry and attack you from 100m , but if you are down where they can easily find food and it's warm to be more calm and attack you when you are really really close to them :)
Yes, yes and yes.
Last edited: 2022-01-27 15:48:31This is a very interesting topic!
In my opinion this is one of the key features that differs a boring robotic static game from an immersive game!
I like when NPCs don't seem to be attached to a ball and chain or even worst, statues.
- A famer that never works. An innkeeper "statue" behind the counter. A fisherman that never throw a fishing rod;
- A tavern that never have people inside, or the same 2 or 3 drunk guys forever. A big realm, with a lot of vendors, always with stores empty. Almost no people walking by the streets. "Ghost" villages, with one or two houses and no people walking there and 1 vendor that buys and sells everything;
- And the worst of all, I believe, vendor/quest NPCs that are moving around stop when you talk to them, but get away after just a few seconds while you are reading the quest or buying/selling some stuff and you have to keep moving with them to continue;
- Honorable mention: The frozen guard. You are being attacked by wolves or even BANDITS, near them (sometimes right in front of them) and they do nothing.
Those are the kind of things that brake the immersion.
Now, just a few things that could make the game alive that comes to my mind, imagine yourself playing a game with the following:
- You are walking in the road and a farmer/vendor/civil that you helped waves to you, maybe say "Hi adventurer!". After doing a lot of quests for a city/village, helping them, some guards wave at you, remember you. They don't need to be good to every new guy that arrives, but they know who helped them;
- Vendors that don't sell/buy every single thing. It just doesn't make sense you sell 3 bags full of stuff (ore, animal parts, mystic stuff) to the guy selling bread and water in a small village. Or sell you broken plate armor to a cloth seller. Imagine that only a few crafting/gathering specialists have specific components that you have to buy to craft some special items and you have to visit them. You will remember them, you will be creating a bond with them, you will always know where who they are and where they are in the big cities;
- Buying from a vendor with frequency will increment your reputation with him/her. You can have discounts, you can sell better;
- Random small events in the street. People talking, people fighting, people walking;
- Now that is really greedy: Day/Night/Season cycles. At night less people working and more people at tavern/home. In summer season, show the heat, change colors (yellow, red), the climate feeling, people wearing summer cloths, in winter maybe some blue tone, maybe some snow or cold wind, people wearing coats.
I like unpredictable NPCs, and with "personality" something like what happens in "Stand Valley", or in skyrim where depending on your reputation your interaction with the NPCs changes, in addition it would be nice if the city guards had a routine.
Retreating mobs are by far the most annoying. More so when they retreat and bring back multiple friends instead of just one to help them. Anything that automatically engages you shouldn't flee in fear when they end up losing. A mob that we attack and engage has more reason to flee in fear than something/someone that attacked us first.
Annoying for an NPC would be a vendor walking away while I am still buying/selling stuff to them.
A mob that just stands there and lets you whack on it has a name in most MMO's: Target Dummy
Mob behavior in MMO's is something that hasn't been explored to it's fullest potential in over 20yrs. It's time to move beyond path walking, low health running, meat sacks in most MMO's.
Dynamic Mob behavior models need to be implemented on spawn. Not every mob needs to be a special snowflake...but random mobs should have attributes that make them different. Maybe some mobs run and get friends? Maybe some mobs are afraid of fire? Maybe some mobs are merchants and have extra gold? Maybe some mobs spawn with multiple attributes and are renowned enough to have a name (random boss)? The possibilities are endless...and have RARELY if ever been explored in an MMO.
Dare to be different.
A mob that just stands there and lets you whack on it has a name in most MMO's: Target Dummy
Mob behavior in MMO's is something that hasn't been explored to it's fullest potential in over 20yrs. It's time to move beyond path walking, low health running, meat sacks in most MMO's.
Dynamic Mob behavior models need to be implemented on spawn. Not every mob needs to be a special snowflake...but random mobs should have attributes that make them different. Maybe some mobs run and get friends? Maybe some mobs are afraid of fire? Maybe some mobs are merchants and have extra gold? Maybe some mobs spawn with multiple attributes and are renowned enough to have a name (random boss)? The possibilities are endless...and have RARELY if ever been explored in an MMO.
Dare to be different.
I agree that mobs in most games are behaving like "Training dummies", we will try to do our best in making them more dynamic and less predictable.
Npc should be neutral at low lvl and hostile at high lvl. They shouldn't be easy to kill solo, soo we be forced too cooperate with each other to save time. The cocky and no teamplayers can pass their Q in 1h while the team players can do it shorter time. There should be some rare elite mobs with longer spawn time and tricky locations to find with traps and puzzles