I have heard this line of thought since EQ began to dominate the industry of MMORPG. It sounds good from a player perspective but developers like control the more "freedom" you give to an AI the more likely odd things will occur. I remember in Oblivion a guard had gotten of his (why where they all male?) horse to fight a wisp. Somehow the horse got involved and the wisp ended up on the horse. The horses AI said run when hit, the Wisps AI said hit, and the poor guards AI said chase the wisp. So there was this funny keystone cop scenario of this guard chasing a wisp riding on his horse. It was funny but I guarantee if that occurred in this game the developers would be tearing their hair out trying to figure it out.
I agree that the technology is there but game developers are a very conservative lot. If someone has had success doing things in a theme park way they will like mirror that with minor variations. For true ground breaking I would look to indie or start up games.
Oh man, I would freaking love to see that!I remember in Oblivion a guard had gotten of his (why where they all male?) horse to fight a wisp. Somehow the horse got involved and the wisp ended up on the horse. The horses AI said run when hit, the Wisps AI said hit, and the poor guards AI said chase the wisp. So there was this funny keystone cop scenario of this guard chasing a wisp riding on his horse.
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 |
In principle I agree, but wouldn't like to run round a corner to see 25 v13 Wasps waiting for me in Craglorn......
IrishGirlGamer wrote: »Very nice idea. I think it's strange how I can take something's life - a bandit or a wolf or something - and everything within sight of my kill, allies and enemies alike, are nodding sagely as if to say, "Nice shot!"
I would like to see this taken a step further, and have them actually hunt players. I mean why should the AI be limited to them just roaming free and pathing around, but yet still be tethered to the same mechanic? If they had specific behaviors other than attacking if/when you come across them (as now) that is one thing, still boring after a while no matter how many. But it would be totally different if the AI given each "species" had specific behaviors based on the zones they were in and who was there.
Course the flip side of all this "freedom" is the risk of training, which griefers could then abuse. BUt it would still be worth it.
dodgehopper_ESO wrote: »When they were first promoting this game (before early testing) I can remember developers talking about how NPC's would have a smart ai. This ai would allow an npc to not only use synergies on you and create npc teamwork, but also some of those npc's could run away and go grab their buddies. This almost never appears. I do think it'd be pretty cool if the npc's were a little smarter, like they were originally airing them to be. Maybe too many players complained in early test phase, I don't know. I couldn't get in during the early test phase because Time Warner cable and ESO clashed. (They still do by the way, the only way I can access my game account is on my smart phone or at a coffee shop or such... pretty bad).
dodgehopper_ESO wrote: »When they were first promoting this game (before early testing) I can remember developers talking about how NPC's would have a smart ai. This ai would allow an npc to not only use synergies on you and create npc teamwork, but also some of those npc's could run away and go grab their buddies. This almost never appears. I do think it'd be pretty cool if the npc's were a little smarter, like they were originally airing them to be. Maybe too many players complained in early test phase, I don't know. I couldn't get in during the early test phase because Time Warner cable and ESO clashed. (They still do by the way, the only way I can access my game account is on my smart phone or at a coffee shop or such... pretty bad).
If this was technically possible, I don't think it would work. Because of terrain the mobs would get bunched up and you would have patches of excessive mobs and patches that were barren of mobs.
AI could solve this. Some mobs could congregate while others could be programed to stay away from one another. It would have to be random-with-rules.
AI could solve this. Some mobs could congregate while others could be programed to stay away from one another. It would have to be random-with-rules.
No kidding. Considering that I can already be fighting 4 mobs in a bandit camp (or some such thing) and 15 seconds later two more can attack me from behind (fixed patrol routes) I think some rules to prevent excessive bunching and ambushing might be nice. I have no desire to be turfed out, and kept out, of an area I am supposed to be questing in because all of the mobs in it suddenly decided to have a tea party!
Ragnarok Online had mobs that would spawn on random coordinates inside a given area, their AI would plot a random point within x distance and they would walk there and wait for a couple seconds, then repeat. In some rare cases their pathing would not allow them to leave a certain area but most of the time they just wandered to the edge of the map. The random marching around led to some areas of maps being completely deserted and other areas being completely packed full.
Though some people might not think this is ideal, I found it to be f***ing great because mobs weren't distributed evenly and they often gave you a scare when you accidentally walk into a group of 10+ (up to 50) and you have to high tail it out of there.
The random spawning also caused some jump scares when they spawn right behind you. ESO has a buffer between when they spawn and when they react, but they always spawn in the same defined location which feels kind of sucky. The wrong with it is after you figure out that all mobs spawn in the exact same place every time, ESO feels more like a game and less like a world.
Probably not worth the coding effort. It's just not that kind of MMORPG.
Um, what? I don't think you understand much about animals in the real world. Predators (especially apex predators) must roam over a large territory in order to survive, the size of which depends largely on the amount of available prey in the area. For example, a male mountain lion has a territory of about 150 - 1000 square km. A wolf pack has a territory of about 750 - 2500 square km.I mean , even in real world which animals roam free because they got whole forests / deserts or any area that is available for them ? None , only when the season changes.
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 |
Lord_Kreegan wrote: »So-called AI in games is nothing more than scripting of prearranged actions; NPCs don't "think". Every situation they must react to is predefined and must be capable of definition in algorithmic (mathematical) terms. At best the AI is a sort of minimalistic "expert system" with predefined decision gates. The "experts" are the developers who decide how the mobs should behave in the various "situations", and all of those "situations" are predefined in easily measured terms for a computer (e.g., distance from a tether point; crossing of an action threshold).