H
HongKongCavalier
Guest
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.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.
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).- 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...
Can't argue with that, and I would really like if they added more sounds (and even speech) along with those emotes.- 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.
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.