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..MON.. gotta catch them all! (sorry for that, revived some old fetisch)
ONTOPIC:
Remember how exciting it was not to know when you would be attacked in Pokemon? In those games you actually had to "search" for the specific pokemons. I miss that in modern MMO's. The excitement of actually looking for those little monsters or bandits or bugs or whatever... :0 In MMOs today you can see your target from miles away, running or standing on 1 giantfield of fake pixelgrass.
Comments
mmos were better when wikis and howto guides didnt exist. no learning for yourselves now, all you do is follow a series of points on a how to webpage
With the limited mob AI things will repeat EXACTLY the same way everytime, Mob A will be in Area 1 in Time X without fail.
It's easy to make aguide for that, but if things were semi randomized, guideswould be difficult or at least not fun to make encouraging learning for yourself or asking ingame how to do it.
Different patterns pretty much solves the problem of "searching", but then again you can;t add more advanced AI because there are too many mobs, and if you decrease the number of mobs players won;t be able to lvel purely by killing mobsa which means you have to add more ways to level them.
It's a cycle which probably has an end, I have yet to find it ;p.
the solution lies in breaking the cycle indeed.
Cant, or else PvE would become ether a zergfest, or unplayable.
Philosophy of MMO Game Design