A magic system with ways to manipulate the environment provided in the link below.
Introduction Of Magic Skill Lines
Interacting with this world is beautiful. Sometimes though it can become tedious with huge amounts of enemies and NPCs all waiting to be slayed or saved. Wouldn't a system that allows a workaround for the enemies be exciting? It would add a dynamic to world interaction that is mostly only seen in TG and DB guild quests.
https://forums.elderscrollsonline.com/en/discussion/281186/are-there-too-many-quests-people
I propose a tendencies system for Enemy AI. Tendencies that govern how they react to the world and you.
Description of Aggro:
Aggro is a shortening of "Aggressive (behavior)." This term refers to the behavior of an enemy approaching and attacking, as opposed to your attacking first.
Only enemies high enough in level, relative to your main job level, can be aggressive towards you (with the exception of Elite enemies or world bosses)
Here are various methods of detection that each tendency can bring. Different enemies will have different tendencies. This dynamic would allow the player to confront or evade enemies on their terms.I imagine quest having to avoid detection to get to the goal using sneak, invisible, and other spells or items to manipulate the environment.
Methods of Detection
Enemies that aggro rely on one or several "senses" of detection, depending on enemy and type of enemy. What each enemy aggros to is typically noted within each Bestiary.
Possible methods of detection are as follows:
- Sight: The enemy will detect you if you are within 15 meters, inside the enemy's "field of vision," and not Invisible.
This "field of vision" is approximately 60-75 degrees from the direct front of the enemy, and can be avoided by walking around or behind the field (and the enemy itself).
The faint inner circle on the radar is at about 15 meters.
- Sound: The enemy will detect you if you are within 8 meters of it and not Sneaked.
Sound aggro is detected in a circular radius from the center of the enemy's model. As such, walking behind the enemy will not avoid aggro to sound.
The Stealth Trait Alertness can occasionally reduce detection to sound-aggroing or sight enemies.
- Magic: The enemy will detect you if magic is cast within 20 meters of it (counted from where you are standing; the position of the target does not matter).
Magic aggro is detected in a circular radius from the center of the enemy's model.
Spells that do not cost MP will not cause magic aggro.
- Ability: The enemy will detect you if you use a Job Ability or Weapon Skill within 20 meters of it.
Ability aggro is detected in a circular radius from the center of the enemy's model.
- Low HP/"Blood": The enemy will detect you if your HP color is yellow, orange, or red while within 20 meters of it.
Blood aggro is detected in a circular radius from the center of the enemy's model.
- True Sight: A version of Sight aggro that ignores Invisible status. (All other conditions of Sight aggro will apply.)
- True Sound: A version of Sound aggro that ignores Sneak status. (All other conditions of Sound aggro will apply.)
- Sleeping Non-Aggro: Some enemies in Treasures of areas are Diurnal or Nocturnal, and will therefore occasionally be sleeping. The "Zzz"s floating from their heads indicate that they will not aggro until they are awoken (either because they are attacked or because the clock changes to their "awake" time). Unlike normal Sleep, any type of aggressive action will cause them to awaken from this type of sleep, even if it does not deal any damage.
- Spawned enemies: Many spawned enemies will immediately attack the person who caused the enemy to spawn. In some cases, it may be possible to spawn the enemies(s) with a Sneak effect up and cause the enemies(s) to spawn passive (not aggressive). (Spawning enemies with an Invisible effect up is generally impossible because it prevents you from examining/trading to ???s or similar points.)
Please provide your thoughts and any additional tendencies you would like to see!
Stay tuned for Increasing The Skill Factor Part 4.
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