NPCMob interactions.

Post » Tue Jan 01, 2013 12:12 pm

I think you know where this is going.

Elder Scrolls has always been notable for its deep NPC interaction. The whole AI is structured to make characters seem more alive and interesting. In Skyrim I felt this was accomplished beautifully, but I think they really missed some opportunities. When an NPC surrendered, he didn't actually surrender, he just knelt for a moment and started fighting again. When an NPC ran away, sometimes he'd get help but if alone he'd just turn back around and attack you again at low health.

I think those simple, small details would make for a much deeper experience in an Elder Scrolls game. Enemies that can actually surrender and run away, and many that will just try to scare you off (as many actually did in Skyrim). Bandit gives up? Tell him to turn himself in, or take him into town yourself for a greater reward than you'd have found on his body.


But how deep can we expect TES:O to be in this department, and what standard should we hold it to? Is it justified to demand a deep AI system for an MMO, or will we just have to accept shallow proximity-aggro mobs? (I suppose I don't have a lot of experience with newer MMOs, so I don't know what's out there for comparison.)
And of course, how much do you think this will influence your enjoyment of the game?

Would like to hear your thoughts.
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Eileen Collinson
 
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Post » Tue Jan 01, 2013 3:31 pm

Once someone or something attacks me in an ES game they earned their death and it is my responsibilty to kill them. If they wanted to surrender they never should have attacked me in the first place. I always wait for them to show their hand, once that is done their fate is sealed.
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Nice one
 
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Post » Tue Jan 01, 2013 9:03 am

LOOK JUST LISTEN TO ME RIGHT NOW, FACTION LOCKS DON'T REDUCE FREE-... Oh, wait, this isn't what you're on about, I see...
Thank you Nocturnal, THANK YOU! :celebrate:
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Vicky Keeler
 
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Post » Tue Jan 01, 2013 12:19 pm

Once someone or something attacks me in an ES game they earned their death and it is my responsibilty to kill them. If they wanted to surrender they never should have attacked me in the first place. I always wait for them to show their hand, once that is done their fate is sealed.

Mercilessness would feel sooo much more merciless if NPCs actually did beg for mercy, eh?

LOOK JUST LISTEN TO ME RIGHT NOW, FACTION LOCKS DON'T REDUCE FREE-... Oh, wait, this isn't what you're on about, I see...
Thank you Nocturnal, THANK YOU! :celebrate:


The same could be said for anyone else in those threads. I only made one which was primarily for statistical purposes.
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Kahli St Dennis
 
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Post » Tue Jan 01, 2013 2:55 am

First off this is an MMO and MMO AI works differently from sprpg. Some MMOs have very good AI but some not so good, your not going to get Mobs surrendering or being taken back to town unless they are escort quest or special quests.

Most mobs you come across you will kill, some run and get their friends some just die.
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Vicki Blondie
 
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Post » Tue Jan 01, 2013 12:29 pm

I remember when the bandits in Oblivion would stand at a road quite far in, and they'd stop you and say 'Your money or your life..." (Khajiit voice), then you'd beat the Hell out of 'em, I thought it'd be cool if there was a 'Get outta my sight!' option instead of just killing them.
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Dark Mogul
 
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Post » Tue Jan 01, 2013 3:06 am

First off this is an MMO and MMO AI works differently from sprpg. Some MMOs have very good AI but some not so good, your not going to get Mobs surrendering or being taken back to town unless they are escort quest or special quests.

Most mobs you come across you will kill, some run and get their friends some just die.

AI works however they program it to. The only issue here is how stressful it would be for the servers to handle a bundle more variables for decision making at any given moment for each NPC.
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Connie Thomas
 
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Post » Tue Jan 01, 2013 1:43 am

If you can kill them, they'll just respawn anyway. A player can't ruin the experience for the next player.
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Samantha hulme
 
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