» Sat May 28, 2011 6:38 am
Yes, I hope the games become smarter when deciding what music to play.
For instance if a monster is much lower level than the player, then it should try to hide or flee, so no mud crab pests should attack the Champion of Cyrodiil, in the first place, so when a monster is fleeing then we should see no changes of music.
But if you attack that mud crab, or another monster decides to attack you, the game can calculate the threat ratio of the attack and decide if the music needs to change to battle music or not.
So for instance if your high level character attacks the mud crab, or a relatively low danger critter attacks your character, then there should be no change in the music, or the adventure musics could have a version that adds a bit to the tempo, or some such small changes to show that there is something happening but it is of no importance.
The next level would be attack music for regular foes, which would pose a bit of threat to the players but not much.
The next level would be for the regular bosses, which would be of higher danger level for the player, so they should have another category of attack musics.
The last level would be the boss attack music, suitable for the unique bosses, and some scripted battle scenarios.