Author Topic: Aging Monsters  (Read 1611 times)

Hadfael

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Aging Monsters
« on: May 05, 2006, 12:39:20 pm »
A few comments about monsters spawning. in a way might remember something to people who knew the spawning of crystals and those who read the wishlist regularly
How it is now and --drawbacks if any--:
1-monster M spawns at specified pos. M has defined amount of HP, atack, defence,...fixed stats --always the same--
2-waits to be attacked or attacks the closest player (the closest moving one right now) --same same--
3-killed, gives X xp, loot chance is fixed. -- the player with the final hit gets the loot even if he waited watching the info until he could finish him--
4-disapears after S seconds.
5-wait S' seconds --fixed=always the same--
6-goto 1 --loop on something that never changes--

suggestions:
1) more possible spawn positions for the same monster
this to prevent spawn camping. defining an area of spawning places would be great but on an irregular ground might represent a lot of ground surfaces. An area overing ground with spawn made within it and the mob falling before being showed...
2)variations in spawning monster stats, loot, strength
to make it less predictable. Looking at the monster before attacking  could help or an indicator about target in info window (the range of possible values could be linked to 3), see below
3)ageing monsters
a monster is born more or less young and grows over time until it is killed. Newbies could kill recently spawned monsters but a more trained one would prefer to wait for it to grow for more XP. this would allow heterogen parties where trained players can hunt with less skilled ones depending on where they venture and the age of monsters they meet. size could change, skin color, ... anything to determine visualy the relative strength of the creature.
4)less monsters when less hunters. At some hours of the day there are less online players. This gives an advantage to players of some timezones. Like lemmings monsters should reproduce less when there are less ressources for them (i.e when many are spawned) and more could spawn when many are killed...unless monsters souls have to go to a death realm as well. In this case those souls might come to life attracted by the number of players/hunters in their living area.
5)dieing monsters
when too aged, monsters can cease to grow and to prevent an area to be fillled with only strong ones.
6)swapping monsters.
An area can be defined as a place where rats are found, but another creature could live in the same environment. No hurry for this point since it would require more meshes, stats

To make it short for lazy readers: more randomness in ;pos, stats, loot, strength of monsters
« Last Edit: May 06, 2006, 10:16:06 pm by Karyuu »

neko kyouran

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Re: random spawning of monsters against spawn campers
« Reply #1 on: May 05, 2006, 03:16:05 pm »
thats all good and all, but please remember the rules:

"If an idea has already been proposed, a duplicate thread (that discusses the same idea again) will be deleted, because we want to keep this section organized and make it easy to look through."

located here: http://hydlaa.com/smf/index.php?topic=21400.0

all of that, except for maybe parts 3 and 4 have been beaten to death already that I am aware of, and maybe those parts have already been mentioned in the past as well.  Please don't be mad if this thread disappears.

Karyuu

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Re: random spawning of monsters against spawn campers
« Reply #2 on: May 05, 2006, 05:35:44 pm »
Hadfael :/ You should be searching.

I'm leaving this up here because I haven't seen a suggestion for aging monsters and it may be something neat to discuss, but so many proposals have been made for random spawning and camping is such a known problem to the dev team already.

Varieties of the same monster based on age or strength will definitely be coming, but I'm not sure about the same monster going through stages of growth. That would be something cool to see.
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Kelirance

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Re: Aging Monsters
« Reply #3 on: May 07, 2006, 02:28:00 pm »
 :thumbup:
I just wanna say that I would like to see this also.
It would give the game a more "real" touch and make it a lot more interesting if you can't *exactly* tell how strong this individuum of some monster will be...

Hellios

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Re: Aging Monsters
« Reply #4 on: May 10, 2006, 05:09:35 am »
i can just imagine a giant red tefu with huge razors coming out of its claws.....oh how i fear the day this comes.

but great idea, i like how monsters could age and change. although that would probably increase camper population. The monsters have to be killed before they get to powerful and make it so no new ones spawn. so everyone will want to kill the weak ones. and if it gets to powerful it will clog the single monster spawns. like a rogue in the forest on the way to the magic shop. It would get way to powerful and it would make that spot un campable.

Karyuu

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Re: Aging Monsters
« Reply #5 on: May 10, 2006, 07:20:27 am »
Killing weaker monsters won't give as many benefits, as Hadfael mentioned. People will let them grow. And you know what, having uncampable spots is great ;} Besides, dying will come with aging, so eventually a "King of the Beasts" will die out if no one takes it out - which will be a very attractive feat for many hunters.
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Alphi

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Re: Aging Monsters
« Reply #6 on: May 10, 2006, 08:45:40 am »
camping is silly... and people only do it because the monsters dont wander and there arent enough of them...

babies that grow would be good but then they would have to eventually die.. so you should just be able to wait out the old super strong ones untill they die then loot their carcasses.

Hellios

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Re: Aging Monsters
« Reply #7 on: May 10, 2006, 05:53:19 pm »
Killing weaker monsters won't give as many benefits, as Hadfael mentioned. People will let them grow. And you know what, having uncampable spots is great ;} Besides, dying will come with aging, so eventually a "King of the Beasts" will die out if no one takes it out - which will be a very attractive feat for many hunters.

yea, i kind of meant that uncampable spots is good, but for a non-fighter like me running through the hills and theres a giant trepor or tefusang and they kill me in 1 hit.

and if they made aging for monsters, wouldnt that require ageing for people too? that would make things unrealistic if ageing took place for only certain things. Unless ther was a story tied to it, EX. The Azure Crystal keeps all the people of Yliakum under a frozen age.

Zan

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Re: Aging Monsters
« Reply #8 on: May 11, 2006, 04:22:10 pm »
*imagines hunters protecting their hunting grounds and the critters that live on them*

With ageing monsters good hunters will benefit from keeping a herd healthy. Baby monsters have practically no materials/loot items on them and will give minimal ammounts of experience compared to adult ones. So if they keep a certain number of adults alive to take care of the young, those young will grow into excellent sources of materials. Instead of spawn camping there will be a form of farming, which sounds a lot more fun and also becomes quite realistic.
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Green_Day123

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Re: Aging Monsters
« Reply #9 on: May 13, 2006, 03:03:47 pm »
Good idea  \\o//

Kymizer

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Re: Aging Monsters
« Reply #10 on: May 22, 2006, 04:16:06 pm »
but then you could have noobs killing the babies and then there would be no big ones to get...
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Baldur

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Re: Aging Monsters
« Reply #11 on: May 22, 2006, 05:24:23 pm »
I think there will be alot of unexplored areas for noobs when the game goes gold ;)

Zan

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Re: Aging Monsters
« Reply #12 on: May 22, 2006, 09:47:25 pm »
Well that's why a good herder will have to protect his/her flock from those kind of people. How I'll leave up to your imagination.

Also with most species the parents tend to protect their young so if you want to go kill that weak little ulby, you'll most likely have to figure out a way how to get past a berserking mother ulber who is now frantically trying to kill you for looking at her baby in the wrong way.
« Last Edit: May 22, 2006, 09:49:43 pm by Zan »
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Ahriman

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Re: Aging Monsters
« Reply #13 on: June 10, 2006, 02:33:06 pm »
I also have another idea. Maybe you can make "Aging poison or Potion" to throw at the monster and use it to make the monster age faster. Then you wouldn't have to wait all that time for it to grow up. Or maybe a "Grow Young" potion to make the monster weaken and grow younger for it to be easier to defeat. "Shrink Potions..." you know what I mean, i don't have to xplain it... It would be cool to make their HP go down.   \\o//