Mobosapience

Post » Fri Jun 26, 2009 2:40 am

Let's talk about mob's AI. Speaking about most traditional MMOs, all mob's AI is regulated by primitive aggro-system. IMHO it is not right, especially for intelligent mobs (hostile NPC).
The most interesting mob's AI I,ve saw in Dungeons&Dragons Online. DDO intelligent mobs are choosing their target depending of current situation, regardless of any past player's actions. Of cource, some dumb mobs like slimes just slam to a nearest target, but other mobs, who must act intelligently, do it. Mobs like kobolds or orcs act more likely to an offline game. They are attacking low-armored mages before they cast their powerful magic. They are focusing on a low-health PC to take them out, regardless of aggro generated by that PC. The casters and shooters are running away from fight looking for a proper position on a high place or something like it, or they just running to a nearest ally for reinforcement.
I'll be happy to see really intelligent mobs in V13. Excuse my bad English... I am a Russian bear, it's hard to type with claws.
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Rachell Katherine
 
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Post » Fri Jun 26, 2009 7:03 am

QFT! Please give us raid bosses who target squishes/healers first, more interesting, no more tank and spank!
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Carolyne Bolt
 
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Post » Thu Jun 25, 2009 10:23 pm


Go to play LA2 (not need to tanks ect. just big party for boss raid).. its FO - here no place for bosses.
And about all in 1 post - LEARN Fallout LORE - all mobs is agressive here- if you dont know Nuclear war is happen... only mutants and agressive monsters is living there.. its dangerous world... nah.. im soo boring by that kids who never play original F1-2, and after Falloblivion thinks they know all and their ideas is great...


some like talking meat eater flowers and smart Rad scorpions - who play in chess? - game already have this, and about nice AI its too early to speak about that part of game, and we are not in developeters team, i don't think the fallout should be BOMB MMO (like another warcraft killer). Image
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Nick Jase Mason
 
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Post » Fri Jun 26, 2009 9:28 am


Oh... so fallout never had any bosses, right. Sure, whatever... Bosses really don't have to be super strong anyway, in the Raider base there are 3 raider commanders or whatever they are called, well I call them bosses.

//forgot about the real bosses: Frank Horrigan, The Master, The President is kinda of a boss, The Lieutenant, Rat God, etc etc etc



Only monsters and mutants? So no gangs wondering the wasteland? no tribals, no yakuza, no hubologists, no BoS/Enclave patrols, no ranger patrols, no caravans walking through the wasteland, no raiders etc etc etc.

And for the record mutants are not all stupid. Some of those becoming super mutants get decreased intelligence but some of those who go through the changing process will still have the same intelligence as they had before. Meaning that mutants are not stupid.

Animals probably still have the same intelligence level as before. Image
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Kitana Lucas
 
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Post » Fri Jun 26, 2009 2:47 pm

Oh yeah, am with same opinion as Gr@y
this is Post - apocalyptic world , there are loads of Mutated / evolved creatures around and they should be intelligent , smart and fast.

people , get rid of all fantasy games bosses that are 25meters tall and doing nasty magic / smash damage , its modern world , if something like this appear , there would be some1 who simply just drop a bomb on them splashing them all over the region :) so , being big isn't very healthy :)) imho.

Bosses could be in higher place or GOOD fortified, on a minefield , bit more healthier, faster, smarter got better equipment, bigger range , LOADS of servants / mercenaries or followers.

If you don't take him fast and by surprise , he will call reinforcements , or drop artillery barrage on you :)

It would bring boss fights to tactical encounters not tank and spank 15 gazillion HP . this is just stupid . Who we are is but a stepping stone to what we can become
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Kayleigh Mcneil
 
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Post » Fri Jun 26, 2009 1:50 pm

Group dynamics don't necessarily have to adhere to the traditional 'holy-trinity' of tank, healer and damage dealer, but they do need to offer room for various roles. Mob agro is a great way to create and define one of these roles, and while that isn't necessarily an a priori argument for its inclusion, it should be stressed that players will identify the mechanics behind enemy AI and they will exploit those mechanics. If enemies attack the squishiest target, then you'll end up with a grunt with max endurance and robes and a stimpack in each hand tanking while snipers in leather armour tear the enemies to shreds. A great example would be the Faction Champion encounter that was part of patch 3.2 in WoW. The enemies defied traditional agro mechanics. Players quickly established how their agro mechanics worked, and exploited that in order to gain maximum control over the encounter.

Groups in RPGs are compelling because of synergy, which in turn allows specialisation, which in turn allows rapidly increasing power curves. Synergy is easiest to create when players have clearly defined roles within groups. What exactly these roles entail isn't entirely relevant, but in general, the more of them there are, the better, and the more balanced they are (in terms of representation), the better.

The key goal is to make group play markedly different from solo play. If the two are too similar, then things quickly get grindy and repetitive. By requiring different playstyles in each, you help to fundamentally distinguish the two and allow players to really take full advantage of the versatility available to them. Maybe you'll sit and sigh, wishing that I were near
Then maybe you'll ask me to come back again
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Charlie Ramsden
 
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Post » Fri Jun 26, 2009 2:24 pm

Learn english, chuvak. I haven't even talk about aggressive/passive mobs. im soo boring by that kids who never read OP and think that their opinion is greatly important. You haven't even note that I'm russian as you, you could ask me what I want to say if you misunderstand it.

P.S. ya budu malost' postarshe tebya. Excuse my bad English... I am a Russian bear, it's hard to type with claws.
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phillip crookes
 
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Post » Thu Jun 25, 2009 11:20 pm

++ I actually have to go with Gr@y with this one, even a stupid monster should know who to attack when 2 guys are attacking him, one is wearing a big ass chunk of metal over himself and just keep on attacking no matter what and the other one is in the back, shooting pieces of metal that hurt like hell but it seems that he have no greater protection on himself. Image
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meg knight
 
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Post » Fri Jun 26, 2009 9:44 am



Is this guy for real?
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Emma louise Wendelk
 
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Post » Fri Jun 26, 2009 11:46 am

They're enemy characters in an MMO, they're doomed, attacking low health targets is not the smart thing to do, the only intelligent thing to do would be to run, as all content will be cleared and their death is inevitable!
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Kelli Wolfe
 
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Post » Fri Jun 26, 2009 1:14 pm



Yeah attacking low hp is bit too much , but attack 1 player for no reason isn't fun too . serious agro system would be nice, and TANK class isn't really could work out in post apocalyptic RPG. Healthier , with harder armor OK , but not character who can sustain millions of Damage , that would be stupid too.

For example , if you shooting healthy enemy with no end :) ofc he would return fire, but how can he hit you, if he cant see you ?? barricading self , using terrain , debris and other obstacles to hide self could make this game fun .

in my humble opinion :) Who we are is but a stepping stone to what we can become
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Raymond J. Ramirez
 
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Post » Fri Jun 26, 2009 1:40 pm

If all the mobs target the squashies/ healers first...then who's going to want to play one? (assuming there is class-like roles implemented anyway)
The majority of people seem to want to dps, not tank or heal as MMOs generally haven't rewarded those roles (if you don't hit/damage a mob, you don't get exp or loot). So either you have roles and aggro mechanics, or every 'class' has tanking and healing abilites to survive the 'inteligent' attacks?
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Hannah Whitlock
 
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Post » Fri Jun 26, 2009 4:08 am

What about tactics and landscape usage?
Low-armored sniper should stay far or high enough not to become a priority target. It is much better then abstractive "misdirect" skill, affective to an intelligent and clever creatures as good as to a stupid dog running for a thrown bone.
High-armored "tank" should use trips, stuns, limb cracks etc. to make the mob stay close to him. It is much better then universal "taunt", affective to all creatures in the universe.

10 years ago, the aggro-system was a hallow revelation, before it appears mobs was just attacking the nearest target or the first target they saw. Nowadays it is primitive and obsolete. Nowadays all mobs should have different level of intelligence. Some mobs, as rats and wolves (not to mention humans), should act cooperatively. Some mobs should be more aggressive, some ones - less. Some ones should attack only if you come too close (even trying to scare you away before it) and do not pursue if you flee, some ones - track you for some minutes. It is much more interesting then dumb aggro-radius equal to all mobs. Excuse my bad English... I am a Russian bear, it's hard to type with claws.
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SWagg KId
 
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Post » Fri Jun 26, 2009 12:50 am

I think you've come up with some great ideas there.
I didn't mean to sound so negative about it, sorry. I just didn't see all the options you do.
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Lucky Boy
 
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Post » Fri Jun 26, 2009 11:34 am

I want to be able to kite say a scorpion over to a huge snake and watch them duke it out while I sit down and enjoy a warm Nuka-cola! MMO's... MMO's never change...
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Nymph
 
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Post » Fri Jun 26, 2009 2:28 am

That's what I am talking about (not actual, but including it). The live world instead of pasteboard scenery. The live different enemies instead of different-looking dummies. Excuse my bad English... I am a Russian bear, it's hard to type with claws.
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Mr.Broom30
 
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