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Messages - daraknor

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Wish list / Re: Monster/NPC AI.
« on: January 20, 2007, 05:57:10 am »
Reading through the AI files, mob AI tribes have needs: explore, dig, reproduce, walk. So things are being added (last modify time 2 weeks ago).

Generic resource needs are a good reason to make the tribes walk around, but it appears pseudogeneric. I need to look at resource tables, locations, tribe movement, etc with these changes and see what happens.

It sounds like you want better combat AI, and I don't know what the combat AI looks like still.

2
PvP,PK and Thieving / Re: GOOD PVP systems
« on: January 20, 2007, 03:28:20 am »
to be honest, i tink open pvp will destroy the RP ambient.

the best idea to combine both i can tink of would be the restriction of area for pvp like have several spaces to do diferent things, but at the same time give those spaces a "racing" feeling for the players, sort of a objective thing.

examples: arenas (for 1 on 1, group vs group) raid areas (region control, guild vs guild)

on a side note: should a fighting guild(or a non job specific guild) should be called a guild or a tribe or something else?
In Asheron's Call apparently OpenPVP FFA no rules servers had elite leaders who became monarchs. the towns were relatively safe, and people organized/policed themselves. Sounds like RP to me.

*edit*

As Narure pointed out, I too would use auto-accept PVP if you could:
a) Be warned of it.
b) Be given a countdown of 10 seconds before the duel starts.
I've added B because someone could just walk up to you, challenge and hit attack straight away.. and by the time you knew you'd been challenged they'd already be taking swipes at you.
So what? i've been on full loot OpenPvP servers and you get killed before you even knew someone was near. Grab an alternate set of gear and maybe a friend, hunt them down. If you are in a good guild, you won't get attacked - definitely increasing the social aspects.

If the notoriety system wasn't borked in UO, that would have been the best PvP. I'm looking forward to vanguard full loot openpvp (i want destroyable towns too), Age of Conan and Darkfall most of all. Warhammer Online could be cool but it looks like WoW of PvP.

*edit*

I should point out that I want PvP to have a point, a purpose other than getting HK for crappy blue gear *cough*. If you don't want full loot, make it a percentage of cash on hand, with a little from the bank too. I want sieges and castles, territory and trade routes. I want my gameplay to affect the world. Ideally, if I save the princess, I want her to be saved!! (Chronicles of Spellborn is doing this and instancing old boss fights through an oracle's memories)

[ Please avoid making one post right after the other in the same thread. Just "Modify" your first post to add more information. --Karyuu ]

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Wish list / Re: Monster/NPC AI.
« on: January 20, 2007, 02:23:19 am »
Sorry if there is a policy against rezzing old threads. I was in a conversation with talad the other night.

Motivation should be a key factor in NPC behavior, but only has a limited role in NPC combat. If NPC are faced with Maslow's hierarchy of needs, then they should behave differently.

Second, AI can be a scalable experience. What is the fun in the strongest/smartest creature in the game behaving the same way a rat does? Most Combat AI is directly married to the game engine and game rules.

I'm not that interested in writing new Pathfinding AI. A* applied to groups seems good enough for now. A loose formation method can be applied on the agent level. Pathfinding for mobs is in CS anyway.

I'm very interested in talking with lystira, we have similar concepts even though I'm only hinting here. A little more than a hint would be bayesian measured subgoal systems rather than binary tree algorithms. Subgoal systems abstracted through associative databases.

Feel free to PM me, or IM me daraknor1 on YIM daraknor on AIM.

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