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"Question of the Week" forum
(QOTW 07282008) On Mobs Behaviour and PvE
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Topic: (QOTW 07282008) On Mobs Behaviour and PvE (Read 8109 times)
LadyB
Administrator
Posts: 94
(QOTW 07282008) On Mobs Behaviour and PvE
«
on:
July 28, 2008, 01:38:04 AM »
Hello everyone
This week's question has been submitted by
Svettka
, who asked:
Q: What kind of PvE challenges do we expect from Earthrise? Will there be elite bosses / raid mobs ? Quest mobs with advanced AI ?
A: The island of Enterra is generally a dangerous place populated by large numbers of predatory mutants, renegade bandits and robots gone independent and hostile. Each type of PvE opponent will feature several levels of difficulty with it's own set of abilities and statistics that will challenge players of all "power levels" therefore very few opponents will be considered intended for weaker or powerful characters only. Despite their difficulty and powers geared towards constant progression of power, opponents will have a random factor in designing their behavior pattern, or AI - some will be self-sacrificing in combat while others will break under the pressure of the combat and run away; some will call for help and enrage their nearby friends, others will prefer a single combat; some will be more attentive and paranoid about their envinronment, while others will close an eye for what is happening around; some will be more cunning and use their abilities better than others. Players won't know what to expect from their opponents, thus combat with each mob will provide a small, but constant challenge in predicting ways to deal with the most complex behavior and preparing for it in advance. Raid mobs make a difference because they will be unique creatures with their unique AI. Raid mobs, like in other games, will be very difficult to kill andtheir tactics should be predictable in order to prevent constant wipeout.
If you are now asking yourselves - where's Moll - she's on vacation and hopefully having a great time. She'll be back with you on time for next QotW
Please feel free to discuss the question below in thread, tell us what you think
~B.
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Cavadus
Hero of Sal Vitas
Posts: 1790
Wanna join my porg?
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #1 on:
July 28, 2008, 03:03:31 AM »
Quote from: Xyleya on July 28, 2008, 01:50:51 AM
One thing that did'nt got answered tho is, what will those mobs usually drop as loot.
Quote
<zigzag>*Kavadas* Will loot include whole items or be limited to just components and item enhancers? In short, how much will looted whole items supplement the player crafted economy, if at all?
<[MS]RaynerApe>Most of the time you will recover components - either technological (parts, resources) or biological (tissue, DNA).
<[MS]RaynerApe>Still, when it makes common sense to have mobs that drop complete items - for example, bandits dropping their weaponry - you will have a chance for that happening. Occasionally these items will vary in their quality and you might stumble on rare replica or powerful modded variant that will give you an edge.
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Anteaus
Newcomer
Posts: 4
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #2 on:
July 28, 2008, 03:31:36 AM »
Quote from: LadyB on July 28, 2008, 01:38:04 AM
Will there be elite bosses / raid mobs ?
Um, I don't think this part of the question was answered.
Quote from: LadyB on July 28, 2008, 01:38:04 AM
Each type of PvE opponent will feature several levels of difficulty with it's own set of abilities and statistics that will challenge players of all "power levels" therefore very few opponents will be considered intended for weaker or powerful characters only.
I'm not sure I understand this completely: does this mean that all PvE opponents will respond to the level of the player and as a result become a corresponding level, e.g. the same mutant would either act as a level 1 or a level 25 depending on whether a level 1 character or level 25 character was attacking it?
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Acidbaron
Honorary Citizen
Posts: 330
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #3 on:
July 28, 2008, 04:02:19 AM »
Quote from: Anteaus on July 28, 2008, 03:31:36 AM
Um, I don't think this part of the question was answered.
Not directly with a yes but it was answerd:
Raid mobs, like in other games, will be very difficult to kill andtheir tactics should be predictable in order to prevent constant wipeout.
Quote from: Anteaus on July 28, 2008, 03:31:36 AM
I'm not sure I understand this completely: does this mean that all PvE opponents will respond to the level of the player and as a result become a corresponding level, e.g. the same mutant would either act as a level 1 or a level 25 depending on whether a level 1 character or level 25 character was attacking it?
This game isn't level based so no not exactly, it means that mobs adjust as this is 'rock paper scissor' based it means they adapt so that there's no perfect combination of skills that would make mobs super easy.
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Xefipor
Model Citizen
Posts: 130
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #4 on:
July 28, 2008, 04:05:08 AM »
Quote from: Anteaus on July 28, 2008, 03:31:36 AM
Um, I don't think this part of the question was answered.
I'm not sure I understand this completely: does this mean that all PvE opponents will respond to the level of the player and as a result become a corresponding level, e.g. the same mutant would either act as a level 1 or a level 25 depending on whether a level 1 character or level 25 character was attacking it?
Nah, basicly it means that mobs of the same type will have difficaulty lvls of ranges. So you may be able to run into lower dificulty Junk Bandits, and then run into higher difficulty Junk Bandits. But it won't be that the Junk Bandit are lvls 5-10 where as the Trash Bandits are lvls 20-30.
This is manly because of the skill set and not a lvl set. So Junk Bandits could have diffrent skill lvls and abilities that change there difficulty in battle.
(junk and trash bandits are made up for the use of explaining. I have no idea if they are real mobs or not, just didn't wanna use mob-a / mob-b)
EDIT: oops.. someone answered before me...
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Rift
Honorary Citizen
Posts: 407
The Assassins Guild.
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #5 on:
July 28, 2008, 04:46:46 AM »
Quote from: Xefipor on July 28, 2008, 04:05:08 AM
Nah, basicly it means that mobs of the same type will have difficaulty lvls of ranges. So you may be able to run into lower dificulty Junk Bandits, and then run into higher difficulty Junk Bandits. But it won't be that the Junk Bandit are lvls 5-10 where as the Trash Bandits are lvls 20-30.
This is manly because of the skill set and not a lvl set. So Junk Bandits could have diffrent skill lvls and abilities that change there difficulty in battle.
The OP wasn't awfully clear, however i too think it means the definition you cited.
Just please god, no scalable mobs.
(Re read the first few sentences of the OP with scalable mobs in mind and it also fits.)
Rift goes to join Moll on vacation.
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Devildog1
Model Citizen
Posts: 230
I'm here for the beer! Have you seen my pants?!
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #6 on:
July 28, 2008, 07:07:09 AM »
Wow dynamic AI for the mobs sounds cool! I'm also liking the loot drops because it makes sense the a person may drop a piece of armor or weapon and a creature would drop components and what not!
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CursedSeishi
Hero of Sal Vitas
Posts: 896
Prone to Throwing months off-topic.
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #7 on:
July 28, 2008, 07:46:14 AM »
Quote from: Devildog1 on July 28, 2008, 07:07:09 AM
Wow dynamic AI for the mobs sounds cool! I'm also liking the loot drops because it makes sense the a person may drop a piece of armor or weapon and a creature would drop components and what not!
yeah, lets just hope that mobs dont suffer from DLS (Dissapearing Limb Syndrome) like in WoW lol
I hate having to kill 80 murlocs just to get 8 murloc heads....
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Aldoe Nova
Newcomer
Posts: 38
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #8 on:
July 28, 2008, 10:27:09 AM »
I like the idea of AI for MOBS. Wonder if this adds the real possibility that while out in the wilds of Enterra you may be stalked bye a MOB.
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Horizonz
Hero of Sal Vitas
Posts: 623
Bonus Points!
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #9 on:
July 28, 2008, 11:24:57 AM »
Thanks for the Info ^^
Hope Moll is having fun.
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Anteaus
Newcomer
Posts: 4
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #10 on:
July 28, 2008, 11:37:18 AM »
Thank you to those who clarified - that makes sense.
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Joker
Hero of Sal Vitas
Posts: 938
Patients is a virtue.
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #11 on:
July 28, 2008, 02:52:06 PM »
So if I am getting this right pretty much this it is going to be more fun killing mobs than other games. Loving this QOTW made me really happy to see this. I really hated this in other games that you could tell a pattern in every type of mob or that all the mobs acted exactly the same. This just makes the game more realistic and funnier to play and also grind
WHAT! Moll can't go on vacation! She has to watch us we can't be trusted alone! (hope you are having a great time moll!)
«
Last Edit: July 28, 2008, 02:53:38 PM by Joker
»
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War-Barney
Hero of Sal Vitas
Posts: 773
Wait.. if your you and im me and he's him whom I!!
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #12 on:
July 30, 2008, 04:43:28 PM »
id just like to say... O.... M... G!!! this sounds amasing! as long as its implemented like moll described it this sounds like pve is somthing i could actually enjoy
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Quamie
Citizen
Posts: 54
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #13 on:
July 30, 2008, 05:41:12 PM »
Have yet to really see anything like this in other games. I look forward to the advanced AI.
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jaawas
Newcomer
Posts: 4
Re: (QOTW 07282008) On Mobs Behaviour and PvE
«
Reply #14 on:
July 30, 2008, 09:51:20 PM »
behaviour change seems to be interessting
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