Can mobs walk long paths instead of occupy small area?

Post » Sat Oct 26, 2013 6:56 pm

I played Skyrim and have impression that some types of mobs have some freedom on travelling. May be it was only impression because they were rabbits and foxes that nobody usually pay too much attention. Bears usually occupied one place only.

But actually why not plan long paths for bears and all other creatures - Why in MMOs do expect them in one place running on 2 sq meters? Why not see how they fight together when meet and have real random wilderness world?

How is it done in ESO (just to keep forum subject)? I know this NDA stuff, but on some videos I (unfortunately) seen dumb mobs waiting silently for heroes - I know it is may be easier to sneak to resting mob, but if they could just move then sneaking would be much more challenging. Also finding mobs would not be static task - it would be more like hunting.

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Angel Torres
 
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Post » Sat Oct 26, 2013 8:01 pm

Because running all over a zone to find anything svcks.

Stuff spawns in its general "area", and does whatever it does in that "area".

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Laura
 
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Post » Sat Oct 26, 2013 11:34 pm

And just having sitting mobs in one place is that great? I can just find it boring grind to kill 20 mobs instead of finding one or two to complete quest - quests should be tailored to this with less number of mobs to kill. Grind wins in MMOs?

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mimi_lys
 
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Post » Sat Oct 26, 2013 2:04 pm

I'm not sure how you equate having access to mobs rather than having them hiding all over the zone due to horrendously complex movement packages to a grind, but ok.

Its one of those "Its not broke, don't fix it" things for me. There's quite a few of them in the MMO genre that people keep trying to lobby to smash to pieces for this game because the mere idea of having a beloved singleplayer franchise suddenly have a spin off title of another genre is some sort of slight against their entire world or something.

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mimi_lys
 
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Post » Sat Oct 26, 2013 5:16 pm

I agree with Carde.

The current system of a basic fixed location with a short wander distance works fine for an MMO. As the system works now (Can't see ESO deviating much) several players can -independantly, yet at the same time- hit a location to kill bad guys and be reasonably sure of finding enough enemies there that they aren't waiting ages.

Sure, give some rarer, more powerful or just enemies that aren't required for specific quests a shared spawn list with other creatures, but you should always be able to find sufficent bad guys for quests without having to wander for hours trying to track them. A situation that would be made worse if you have multiple players trying to kill from the same limited pool.

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kevin ball
 
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Post » Sat Oct 26, 2013 10:16 pm

If a Mob is specific to a small area, that makes things boring.

Random mobs at any level should be able to walk anywhere.

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Scotties Hottie
 
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Post » Sat Oct 26, 2013 11:56 pm

Right because trying to track down for each quest a single or group of mobs in the entire map wasting time just traveling makes for such compelling gameplay....

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james kite
 
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Post » Sat Oct 26, 2013 5:29 pm

Different types of enemies were tied to specific regions in Skyrim, I don't see the problem.

What I do want though, is for the regions to not have 20 bears ber square meter, but have large areas where they travel freely, in short: spread it out. Because it breaks immersion more than anything for me to see a patch of forest with 50 wolves strolling around, that doesn't make any sense.

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oliver klosoff
 
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Post » Sat Oct 26, 2013 7:00 pm


Perhaps quests should be nothing like: "Kill 5 bears and I shall reward you with a coin..."
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Nicole Mark
 
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Post » Sat Oct 26, 2013 3:18 pm


I agree.
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Vicky Keeler
 
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Post » Sat Oct 26, 2013 9:41 am


Generally speaking in a theme park MMO mobs of the same general level stay in the same general area. If you have 3 quest hubs and mobs of a 10 level range spread out evenly you will have people getting 1 shotted by a mob 9-10 levels higher than they are just because it pathed through a lower level area in the same zone. Which would be bad.

As for mobs fighting each other nothing is worse to than to be looking for the last mob of a kill 10 quest only to watch it die at the hands of another mob...

ESO is a MMO and certain things from the single player games just do not work in that setting.
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Tamara Dost
 
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Post » Sat Oct 26, 2013 9:35 pm

In EQNext, mobs will spawn naturally in the world and behave based on their personality. Orcs for example love gold but hate guards and cities, so they'll usually appear along a road. If a quest generates to kill the orcs, or if players tell npc guards to guard that road more often, they'll be driven off. Every mob type has likes and dislikes and behavioral patterns, and quests involving them will be dynamically generated as a result.

This breaks away from the classic, tired mmo conventions and mechanics that have caused the genre to stagnate over the years, and makes the game feel much more natural, immersive, fresh, and urgent. The quests actually feel "real" when you can actually change the way the world is in this way and actually "win" as opposed to most mmos where no one ever succeeds at anything because the next player is going to have to do the same thing.

If ESO would implement a system like this then I think it would really make the game more unique and advanced than simply following the same mechanics every other mmo is bound by
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NO suckers In Here
 
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Post » Sat Oct 26, 2013 2:37 pm

I usually don't play to go hunt down that one animal I need for a quest and can't find it, especially when there are going to be corpses of hundreds of that animal *everywhere* around me where I'm not on launch day

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Leonie Connor
 
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Post » Sat Oct 26, 2013 7:06 pm

Unlock the orc spawner for only $9.99, amirite?

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saxon
 
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Post » Sat Oct 26, 2013 10:44 am


Huh?
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Adriana Lenzo
 
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Post » Sat Oct 26, 2013 11:21 am

Translation: EQNext is going to be a free to play game. Most likely will have micro-transactions and a store where you have to buy and unlock stuff to play it. So it can afford to have sandboxy type stuff as its not expected to be a real AAA premium MMO and will simply nickel and dime its players to make money.

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Steeeph
 
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Post » Sat Oct 26, 2013 11:56 pm


Since when is it free to play? No one's even discussed that yet. Besides to fund the stuff they're doing would likely require a sub fee but like I said they havent even discussed this yet.
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Kari Depp
 
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Post » Sat Oct 26, 2013 10:39 pm

The giant banner across the top of their website and the announcement a few months ago probably gave it away. Should send them a PM and let them know they have an NDA breach on their hands.

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Ruben Bernal
 
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Post » Sat Oct 26, 2013 4:06 pm

I seriously have no clue what you're talking about but we're getting side tracked anyway. My point is it's a good system I think ESO should use

Edit: You're talking about Landmark dude, which is free. Landmark is. the sandbox world building dungeon making game that goes along with the mmo
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phil walsh
 
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Post » Sat Oct 26, 2013 7:31 pm

Look it up they said in early interviews with David Georgeson that it will be a ftp game.

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no_excuse
 
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Post » Sat Oct 26, 2013 11:46 am

Nope, the FAQ itself says it's Free To Play or will be anyway.

How much does EverQuest Next and EverQuest Next Landmark cost to play?
EverQuest Next will join our family of free-to-play games. Learn more about https://www.soe.com/. We will announce plans for optional in-game purchases via the EverQuest Next Marketplace and Station Cash in the future.
https://www.everquestnext.com/eqn-faq

Do agree though, it would be a nice system, but it sounds suspiously overambitious for what will be a free-to-play game.

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Dustin Brown
 
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Post » Sat Oct 26, 2013 1:42 pm

"we're getting side tracked anyway. My point is it's a good system I think ESO should use"
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Jade Payton
 
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Post » Sat Oct 26, 2013 10:38 pm

As long as they don't make it painfully obvious that mobs stay in one place all the time I think it is best that this is what happens. That way if you are searching for a particular mob type you basically know where to go to find it and you don't have to search the entire zone just to find you mob type.

I do hate MMO's where you can fight mobs just barely out of agro range of other mobs in the area and they for all intents and purposes don't even know you are there killing their brethren until you step into their agro range. Zenimax has already said this won't be the case with mobs in ESO so as far as I am concerned that is a HUGE step in the right direction.

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Alex Blacke
 
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