I'd imagine that players will have to be as dynamic as the "AI" in that case. Example. If a group of Griefers put a lot of pressure on the orc camp, over time that orc camp will move. If the orc camp moves to a place where players thought was mainly "safe", the players can then move to a different location themselves.
It sounds like there will be safe zones. In the video today they spoke about Areas of Interest and gave the example of the Wizard Spires, and that they want these areas to become social "hubs" within the world; a place where someone can sell their junk, and so on.
You are confusing Landmark announcements for EQN announcements.
Well I HOPE. I mean, quests got easier and easier until you CAN'T fail anymore. That's just sad. I hope they are difficult, and not in the sense of more HP, but more cleverness, more random tactics or what.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
I'm more concerned about the mobs doing stupid stuff like getting caught in loops that make them pool in the same places all the time, or jump off cliffs like lemmings. Course that would be funny too, but I just hope they are really good at tweaking those AI routines for buggy behavior.
Just thinking... Georgeson was saying the mobs wont just stay still. They'll have 'likes' and 'dislikes' and will move from place to place if where they are isn't comfortable.
So from the perspective of someone who only has experience playing themeparks, will it be too much if a mob wanders into their territory and kills them?
Even if there isn't open-world PVP... what if a guild applies a bunch of pressure to a tribe of strong mobs, forcing it to migrate down the hill and set up shop in a community of weak/peaceful players?
If SOE delivers on emergent AI and it really becomes a threat, will we see folks drop out of the game because they're turned off by the prospect of nonconsensual PVE? Now there's a thought.
I hope this occurs. I liked the idea of being accountable for my actions in the game. Basically if I didn't pay attention to mobs and patterns etc I could get in over my head. This AI sounds like roaming and crazy. I can imagine large beasts getting disturbed and being very angry...basically rampaging and slaughtering players right and left and destroying parts of areas. We still don't know if there will be corpse runs or anything yet. That's a whole element that can truly add to players needing to be aware of surroundings.
Originally posted by ignore_me I'm more concerned about the mobs doing stupid stuff like getting caught in loops that make them pool in the same places all the time, or jump off cliffs like lemmings. Course that would be funny too, but I just hope they are really good at tweaking those AI routines for buggy behavior.
Mobs could have the same parkour functionality and movement spells/skills that players have. This would allow them to navigate in more realistic ways than previous games which in turn adds to the AI depth and gives the world even more alive feeling.....yikes sounds almost scary hehe.
Originally posted by ignore_me I'm more concerned about the mobs doing stupid stuff like getting caught in loops that make them pool in the same places all the time, or jump off cliffs like lemmings. Course that would be funny too, but I just hope they are really good at tweaking those AI routines for buggy behavior.
I'm wondering this as well. I can't stand Run in Circles "combat". it bores me endlessly and it's worse when the AI tries to be "human" or "smart" as the circle chase is drug out. Zzzz - Course, that said; standing still and spamming 1, 1, 1, 1, 1, 1, 4 and finally avoiding the poo circles isn't much better. lol (EQN needs to step it up for me to really get hooked)
On Topic: I don't think the AI is capable of really griefing in the traditional sense. AI is reactive. Orcs finding wealth gives the illusion of being proactive as it "looks for wealth"; but really it's more "Wealth enters area, security is low and Orcs now have a chance to move in".
If players press the mobs into desperation and they counter attack, it's still a reaction to players behavior. So in truth, it's the players trying to use the mobs to grief the players - however, I know no one who wouldn't find that type of "griefing" fun. Maybe it's a point of view thing. I would see the entire situation as "Uh oh. Someone stirred up the Orcs." (in the theme here) and not "Stop griefing by making Orcs attack!"
Griefing to me is the (pro)active act of trying to stop or interfere with another persons enjoyment time. It can be as mundane as some fat Ogre blocking a door way preventing people from leaving a store (which is pretty funny actually, but still griefing) to corpse camping or "zone"* camping. --- Maybe that's just me though..?
*Zones being the use of the rather outdated idea of Safe Zones on PvP servers or Flagged Zones on PvE servers.
First off the ideas EQN wants to implement could change the mmorpg genre for the better, but understand that some of these features, various mmorpg have been trying to implement or described as a feature (and were cut), such as Age of conan and darkfall online.
I think if a player wants to train a mob all the way into a enemy guild's village and cause havoc they should be able to. Is a huge orc warband wrecking chaos on a nearby town destroying it ? Well you better grab some other players otherwise that village will be lost until it is captured. Things like being proactive and taking back an area should require dedication and not be simple or complex enough to warrant not doing, nor should their reward be miniscule enough or the actually task of doing it boring after a couple of times. Everytime the Orcs attack a place later to thwarted they should improve their tactics and start having better mobs.
I have a very bad feeling EQN will fail to deliver, but if they do we will have a ground breaking game.
Are we forgetting the the mobs will have many choices. they my not simply run away, they may seek out stronger always or come back in a larger force. That is what I think might add some fun factor to the mobs behavior is you cannot Easley guess what they will do 100% of the time.
Comments
You are confusing Landmark announcements for EQN announcements.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Survivor of the great MMORPG Famine of 2011
I hope this occurs. I liked the idea of being accountable for my actions in the game. Basically if I didn't pay attention to mobs and patterns etc I could get in over my head. This AI sounds like roaming and crazy. I can imagine large beasts getting disturbed and being very angry...basically rampaging and slaughtering players right and left and destroying parts of areas. We still don't know if there will be corpse runs or anything yet. That's a whole element that can truly add to players needing to be aware of surroundings.
Mobs could have the same parkour functionality and movement spells/skills that players have. This would allow them to navigate in more realistic ways than previous games which in turn adds to the AI depth and gives the world even more alive feeling.....yikes sounds almost scary hehe.
I'm wondering this as well. I can't stand Run in Circles "combat". it bores me endlessly and it's worse when the AI tries to be "human" or "smart" as the circle chase is drug out. Zzzz - Course, that said; standing still and spamming 1, 1, 1, 1, 1, 1, 4 and finally avoiding the poo circles isn't much better. lol (EQN needs to step it up for me to really get hooked)
On Topic: I don't think the AI is capable of really griefing in the traditional sense. AI is reactive. Orcs finding wealth gives the illusion of being proactive as it "looks for wealth"; but really it's more "Wealth enters area, security is low and Orcs now have a chance to move in".
If players press the mobs into desperation and they counter attack, it's still a reaction to players behavior. So in truth, it's the players trying to use the mobs to grief the players - however, I know no one who wouldn't find that type of "griefing" fun. Maybe it's a point of view thing. I would see the entire situation as "Uh oh. Someone stirred up the Orcs." (in the theme here) and not "Stop griefing by making Orcs attack!"
Griefing to me is the (pro)active act of trying to stop or interfere with another persons enjoyment time. It can be as mundane as some fat Ogre blocking a door way preventing people from leaving a store (which is pretty funny actually, but still griefing) to corpse camping or "zone"* camping. --- Maybe that's just me though..?
*Zones being the use of the rather outdated idea of Safe Zones on PvP servers or Flagged Zones on PvE servers.
First off the ideas EQN wants to implement could change the mmorpg genre for the better, but understand that some of these features, various mmorpg have been trying to implement or described as a feature (and were cut), such as Age of conan and darkfall online.
I think if a player wants to train a mob all the way into a enemy guild's village and cause havoc they should be able to. Is a huge orc warband wrecking chaos on a nearby town destroying it ? Well you better grab some other players otherwise that village will be lost until it is captured. Things like being proactive and taking back an area should require dedication and not be simple or complex enough to warrant not doing, nor should their reward be miniscule enough or the actually task of doing it boring after a couple of times. Everytime the Orcs attack a place later to thwarted they should improve their tactics and start having better mobs.
I have a very bad feeling EQN will fail to deliver, but if they do we will have a ground breaking game.
MurderHerd
Now that sounds awesome to me. I would much rather a mob loot what they want from me than a player loot everything
Of course, you would have to change your YouTube video though
Change the video how?