Nothing complex, just that when an aggressive mob reveals a character in some way, they should immediately aggro on that character. It simply makes sense. It makes no sense whatsoever that you can invis to hide from an aggressive mob, have them reveal you, and they are no longer aggro'd on you.
mmmmmmm .... no
The devs need FIRST demonstrate an ability to program essentially >static< objects BEFORE tackling /beginning on AI.
boats would be an excellent 2nd tier.
House placement would be the first tier to MASTER
Old-Legacy >> abandoned housing cleared
Old-legacy >> "cannot place here" in apparently "legit" FLAT unobstructed terrain ... Cleared
Third tier >intro< to AI management should be on the non-aggro mobiles ... NPC's
drop down menu's ARE NOT AI ... *ahem*
Guards >should not "tolerate" LOITERING in public areas< (sleeping in public IS NOT "civilized", it's decadent and lazy) and there is a better place for that ...
NOR should they tolerate "violent practice" within their patrol areas (maintain the semblance of Civilized Peace)
NOR should they tolerate "ghosts" loitering about the public areas ... an exorcize /should be available/ to end those "haints"
*here but ain't here* (AI healers should seek "the lost" out and help them to a higher plane ... the world is for the physical)
Once a high degree of competence is demonstrated with the non-aggro types
Perfecting the Fel class NPC's would be where to "prove concepts" before attending "creatures" mode of thought and action ...
Just saying ...
Need a solid system/base BEFORE trying to tweak individual actions into AI
and RNG scripts ARE NOT AI ... they aren't even to the level of "expert systems"
*shrugs*
Probably will need to SPLIT the aggro mobs into Fel/Tram classes
"some" are having a problem
figuring out existing rezzing conditionals ...
gotta think/allow for a noobs learning experience ...
AND an overall "
Gestalt/Zeitgeist" will be necessary ... of course.
