Froggmann5 wrote: »For lore reasons, it would be odd to see some mobs outside of where they're supposed to be. Why would I ever see a Betty Netch up near Riften?
Additionally, Technical Limitations I would presume.
While I get that certain mobs should be constrained to certain areas (zombies in the graveyard), this doesn't mean each mob within that area needs to be in it's own little pocket. Open it up and let them free!
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
duckrustlerb16_ESO wrote: »I am envisaging a scenario where you are sent to said graveyard to kill 10 undead. Unfortunately the undead are running around the edges of the boundary on the opposite side to you and so from the players perspective they will be convinced the game has bugged and they are nowhere to be found as even running in a big circle they cannot find anything to kill.
From a game perspective players need to be given a good idea where it is reasonably practicable to find their targets with little issue (especially if the boundary includes the sea and they(the beasties) all wander into deep water so are well and truly hidden from sight)
duckrustlerb16_ESO wrote: »I am envisaging a scenario where you are sent to said graveyard to kill 10 undead. Unfortunately the undead are running around the edges of the boundary on the opposite side to you and so from the players perspective they will be convinced the game has bugged and they are nowhere to be found as even running in a big circle they cannot find anything to kill.
From a game perspective players need to be given a good idea where it is reasonably practicable to find their targets with little issue (especially if the boundary includes the sea and they(the beasties) all wander into deep water so are well and truly hidden from sight)
You know what would be interesting with this? What if they are all on the other side and out of sight, but when you enter their zone, the detect you and start coming for you like a 'real' undead swarm.
You know what would be interesting with this? What if they are all on the other side and out of sight, but when you enter their zone, the detect you and start coming for you like a 'real' undead swarm.
That would be kind of cool. Actually, that raises another issue I have with mobs in ESO: they all seem to have very poor eyesight. They don't notice you until you're really close. IMO if you're not sneaking, and they aren't facing away from you, if you can get close enough to hit them with a standard bow attack, they should see you and start coming after you.
You know what would be interesting with this? What if they are all on the other side and out of sight, but when you enter their zone, the detect you and start coming for you like a 'real' undead swarm.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
duckrustlerb16_ESO wrote: »
Apart from having to run an AI script simultaneously on 10000+ mobs around the maps this would still not solve anything. If they mobbed towards a player then a high level player who was charging through the zone on a horse to save a few coins while running to a shard would draw away all the mobs and likely slaughter them all, so again we are left with a player having no mobs to kill.
Really having the mobs more or less stay put is likely the best option as no real amount of AI can be given to an individual entity when there are so many to manage at any one time.
Beasties already have an aggression factor which draws them in to attack you if you get within a certain range so that is probably the best we can hope for.
Edit to add: Possibly if a players client could ask the server to generate a mob as they entered an area and manage the mob AI then server load would be reduced considerably and far more options could be entertained.
Froggmann5 wrote: »For lore reasons, it would be odd to see some mobs outside of where they're supposed to be. Why would I ever see a Betty Netch up near Riften?
Additionally, Technical Limitations I would presume.
Some NPCs are already scripted to have natural-looking idle actions (like a bandit looking through a corpse's pockets or a Senche eating a deer). I'd think mobs could be given a list of idle animations that they rotate through, rather than staying in a static location. That would at least give an illusion of realism to the mobs, as a compromise between truly randomized paths and the static locations and idles they have now.
Another example of behavior that could be made more realistic:
When invading a bandit camp, the other bandits nearby should react somehow to the fact that there's a fight going on. Right now, the aggro radius is very narrow. Attack one mob, and only mobs standing right beside it will be aggro'ed.
I think it would be really fun if nearby groups were given an "alert" level that gradually increased as the player fights the current mobs. The longer a fight takes, the more agitated the neighboring mobs get until they finally jump in to help their allies. This could be done to mimic line of sight and/or "hearing" based on distance.
It makes no sense for bandits to ignore a fight in their camp when they should clearly be aware of it.
Anyway...probably pipe dreams, but it's fun to imagine.
I agree. This should be implemented. Similar to how the npcs in towns move around and do chores, the mobs in the wilderness should also be able to move around in their respective areas. They should spawn as they do now, but they should have ai when they are not in combat. That would be great, especially in dungeons.
I can see it now. You enter a dungeon that you've been in before... go down the main hall, where you've been a couple mobs before, and it's empty. You go into the first room and it's empty. At that point you think to yourself, "aw crap... where are there?"
This would be so great!
jdroebuckb16_ESO wrote: »@Gidorick That is exactly the feeling I was on about from UO even though the game was well outdated by today comparison.
FPS MMRPG such as defiance, whereas not brilliant have some cool mob AI. If one of the scouts see you then it will run off and try sound an alarm, after which the rest of the mobs are alerted to your presence and will hunt you down within the area you are. If you leave their "area" (i.e. their base) then they will tend to give up chasing you but some mobs are persistent by character and will either pursue you until you are dead or they are.
The reason its not typically done in your standard MMORPG is because it is relatively hard to get right and they are scared that people will think the game is too hard. You wouldn't be able to pick off enemies a mob group at a time and you could end up getting swarmed and killed if you recklessly plough in. It also requires a bit more thought about mob AI which is often relatively low on these types of games radar.