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A.I. Improvements

H

HongKongCavalier

Guest
Just a few suggestions for the a.i.



- Mobs need to move faster. I've said this before, but I'll say it again, mobs need to move faster across the board. The movement speeds for mobs were initially set a long time ago when everyone had much slower connections, much less reliable connections, and much slower computers. This small change alone would make pvm much more interesting. The fastest mobs, like paragons, should move faster than a character on foot.
Some should be faster. Some people will point out it's silly to inject realism into a fantasy game, but some things like unicorns and revenant lions should be able to chase down a mounted player. On the other hand, some monsters should be slow and lumbering. I think it's more about immersion and not realism, so I'd be all for the devs revisiting speed. Just don't up it accross the board.

- Invisibility and hiding shouldn't break aggro. What should happen is what happens when you get on a mount that has a mob aggro'd on it. The mob should stay aggro'd on the invisible or hidden player until something else attacks it. And when a player casts invis, or uses a smoke bomb, mobs should actively "hunt" for the now hidden player. They should stay in the area, and use the detect hidden skill as some do, but they should do it more often, and more than once, and more mobs should do it, and use the reveal spell, as they do, but they should stay aggro'd so that when they reveal you they are on you like marmalade on toast...
Another good idea, but again, not accross the board. A genius level monster should know what your up to, but a stupid orc could be confused or even scared (but god help you if you need to drink an invisibilty potion when faced with an orc).

- Do something fun with the a.i. Have mobs using the reveal skill use a *sniffing* emote, or something similar. And in fact mobs should use more emotes than they currently do, why? Just for the fun of it. Have an ogre lord using the reveal skill taunt the character he is looking for, "Come out! Come out! Wherever you are!"

The few emotes there are in mob a.i. are fun, there should be more of them.
Can't argue with that, and I would really like if they added more sounds (and even speech) along with those emotes.

Now to add some of my own suggestions...

Add alignments/karma to mobs. Some should be good, some bad, some neutral/docile until you provoke, and more should treat you based on your karma. Basically, it seems everything in the game is evil and hostile except for unicorns and fairies, and it could be interesting (especially in Felucca) if more monsters left you alone or even allied with you based on your karma.

I would like to see pack instincts with mobs, and monsters that react to players according to their fame/power when alone vs. packs. For instance, a single orc might avoid a legendary mage, but a pack of them would swarm and fight. That single orc that just mindlessly walks into my sword doesn't really add to my fun, but chasing down one that's running away fast might, and it's always fun whirlwinding a crowd.

Also, the animal AI badly needs revamping. Correction: they need to create animal AI! I would love if packs of wolves went aggro on you, or that monster you're fighting. And hunting animals should be hunting, not just them walking into your sword. (I would love to suggest player craftable traps for this, but I'm saving that idea for my new game "Ted Nugent Online").

Again, all of this is about immersion and not just realism for me. It would be nice if mobs had their own distinct personality and behavior, not just making them stronger and faster.

Revisting mob AI and mechanics would be at least as effective in freshening up the game as a new expansion, and maybe even easier to implement. It would also challenge players to rethink their whole approach to PVM instead of just focusing on a new land mass and a handful of new monsters.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
Some should be faster. Some people will point out it's silly to inject realism into a fantasy game, but some things like unicorns and revenant lions should be able to chase down a mounted player. On the other hand, some monsters should be slow and lumbering. I think it's more about immersion and not realism, so I'd be all for the devs revisiting speed. Just don't up it accross the board.

Another good idea, but again, not accross the board. A genius level monster should know what your up to, but a stupid orc could be confused or even scared (but god help you if you need to drink an invisibilty potion when faced with an orc).

Again, all of this is about immersion and not just realism for me.
I agree with the entire post, not just the parts I snipped. Well said. And yes, it is clearly about "immersion" and not "realism" per se. Fantasy is by definition not "realistic" but you can make it immersive with well crafted references to real world action dynamics and mechanics.
 
B

Beer_Cayse

Guest
... Add alignments/karma to mobs. Some should be good, some bad, some neutral/docile until you provoke, and more should treat you based on your karma. Basically, it seems everything in the game is evil and hostile except for unicorns and fairies, and it could be interesting (especially in Felucca) if more monsters left you alone or even allied with you based on your karma.
Unicorns and Pixies are a good start on this. I'd like to see it expanded.

I would like to see pack instincts with mobs, and monsters that react to players according to their fame/power when alone vs. packs. For instance, a single orc might avoid a legendary mage, but a pack of them would swarm and fight. That single orc that just mindlessly walks into my sword doesn't really add to my fun, but chasing down one that's running away fast might, and it's always fun whirlwinding a crowd.
now THIS gets my vote ... there are more than a few foe that are listed as having pack instinct and yet don't use it. Just this alone would be a decent challenge.
 
T

Trebr Drab

Guest
Just a few suggestions for the a.i.



- Mobs need to move faster. I've said this before, but I'll say it again, mobs need to move faster across the board. The movement speeds for mobs were initially set a long time ago when everyone had much slower connections, much less reliable connections, and much slower computers. This small change alone would make pvm much more interesting. The fastest mobs, like paragons, should move faster than a character on foot.
Some should be faster. Some people will point out it's silly to inject realism into a fantasy game, but some things like unicorns and revenant lions should be able to chase down a mounted player. On the other hand, some monsters should be slow and lumbering. I think it's more about immersion and not realism, so I'd be all for the devs revisiting speed. Just don't up it accross the board.

- Invisibility and hiding shouldn't break aggro. What should happen is what happens when you get on a mount that has a mob aggro'd on it. The mob should stay aggro'd on the invisible or hidden player until something else attacks it. And when a player casts invis, or uses a smoke bomb, mobs should actively "hunt" for the now hidden player. They should stay in the area, and use the detect hidden skill as some do, but they should do it more often, and more than once, and more mobs should do it, and use the reveal spell, as they do, but they should stay aggro'd so that when they reveal you they are on you like marmalade on toast...
Another good idea, but again, not accross the board. A genius level monster should know what your up to, but a stupid orc could be confused or even scared (but god help you if you need to drink an invisibilty potion when faced with an orc).

- Do something fun with the a.i. Have mobs using the reveal skill use a *sniffing* emote, or something similar. And in fact mobs should use more emotes than they currently do, why? Just for the fun of it. Have an ogre lord using the reveal skill taunt the character he is looking for, "Come out! Come out! Wherever you are!"

The few emotes there are in mob a.i. are fun, there should be more of them.
Can't argue with that, and I would really like if they added more sounds (and even speech) along with those emotes.

Now to add some of my own suggestions...

Add alignments/karma to mobs. Some should be good, some bad, some neutral/docile until you provoke, and more should treat you based on your karma. Basically, it seems everything in the game is evil and hostile except for unicorns and fairies, and it could be interesting (especially in Felucca) if more monsters left you alone or even allied with you based on your karma.

I would like to see pack instincts with mobs, and monsters that react to players according to their fame/power when alone vs. packs. For instance, a single orc might avoid a legendary mage, but a pack of them would swarm and fight. That single orc that just mindlessly walks into my sword doesn't really add to my fun, but chasing down one that's running away fast might, and it's always fun whirlwinding a crowd.

Also, the animal AI badly needs revamping. Correction: they need to create animal AI! I would love if packs of wolves went aggro on you, or that monster you're fighting. And hunting animals should be hunting, not just them walking into your sword. (I would love to suggest player craftable traps for this, but I'm saving that idea for my new game "Ted Nugent Online").

Again, all of this is about immersion and not just realism for me. It would be nice if mobs had their own distinct personality and behavior, not just making them stronger and faster.

Revisting mob AI and mechanics would be at least as effective in freshening up the game as a new expansion, and maybe even easier to implement. It would also challenge players to rethink their whole approach to PVM instead of just focusing on a new land mass and a handful of new monsters.
I like the ideas here.
UO Devs, at least the ones since the original crew, should meet Ted Nugent and get their scoulding, heh.

The one thing I'd offer is with Karma/Allies. I love the idea, and I think there's something there. But could you imagine reds running around taking advantage of this? (Then passing on their lewtz to their blue characters.)

I mean, that would be great for players willing to PK, not so much so for everyone else.
 
F

Fink

Guest
Witnessing the sexual tension in this thread is excruciating. I hope it'll last. :popcorn:

After a smokebomb, in front of say a deamon, I find I'm revealed anyway if I'm not quick enough to stealth away. It's not that bad but it is a consideration and it makes the skill use a bit more interesting and strategic.

I have no problem with a monster attempting to reveal someone after they've hidden in plain view of it, provided the monster is smart enough to do so. An instinctive creature would be baffled or perhaps stunned by your sudden disappearance. An intelligent or sentient one would suspect trickery and search for you. However, a reasonably skilled rogue should be able to resist it on occasion.

Stealth would encompass concealing your sound and scent, as well as remaining out of sight. The skill use is a metaphor, as is the entire game, so it needn't strictly work as reality would demand. For example, there is no way to position yourself downwind of a creature because there is no wind and no sense of smell, so this tactic would be assumed to be in effect while stealthing and there is no reason to expect a reveal based on a monster sniffing you out. I must say I do like the idea of the *sniff* emote, as *uses detect hidden skill* just sounds stupid.
 
O

Old Man of UO

Guest
... Which was one of the reasons why I was suggesting this change. Mobs do "run" when they are seriously hurt, but only when they are almost dead and can only move at a crawl, and all they do is wander around aimlessly while you finish them off. With movement speeds as they are, any kind of true mob conflict avoidance behaviour is worthless. A deer can't outrun a player character in full plate weighted down with 300 stones of gold and crap, on foot. It's ridiculous.

Deer should run away, and they should run away fast. Rabbits, should take off like, well, rabbits.
Remember when paragons were first introduced into Ilshenar? They used the same AI as the regular mobs. The problem was that when the paragon got low on health, it would run off... at high speed. It was nearly impossible to kill any paragon with a dexxer because of that. This "run-away" behavior was turned off for paragons only to fix it. So "faster" wouldn't be ultimate AI improvement.

I think that mobs should use the armor and weapons they carry... and the weapons specials. Wouldn't that be a surprise when an ogre lord hits you with the Armor Ignore special?
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
Stealth would encompass concealing your sound and scent, as well as remaining out of sight. The skill use is a metaphor, as is the entire game, so it needn't strictly work as reality would demand.
Of course you are right. I was simply responding in kind to LC's ridiculous attempt to play the "realism" card...
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
Witnessing the sexual tension in this thread is excruciating. I hope it'll last. :popcorn:
This.

:eyes:
The only person I personally have "the hots" for in this thread would be Bjork. I don't consider being called a homosexual an insult, but if men were my sexual preference, kindness, wisdom and honesty would all play an important part in that attraction. I'll just leave it at that... :pancakes:
 
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