Hi! I've returned. Been a while.
So, I started playing SKYFORGE again. And I was reminded of what I intensely dislike about the combat-system therein and others like it. I may have talked about this before, but what always bugged me in WoW-like MMOs is the way enemy mobs would just linger near you, but wouldn't turn aggressive unless you came close or attacked. They'd just stand around, in groups, doing nothing, whether they were in a besieged village, forest or around a lake. Which simply looks weird, boring and dumb.
So, I was thinking...
How difficult would it be to program enemy spawns with randomized group behaviors, when still in a non-aggressive state? For example, you could see beast-like enemies having an "argument", engaging another of their kin in a friendly or not-so-friendly spar, while others would linger and watch, roaring/cheering them on. Other more sentient mobs, their handlers, would stand guard, perhaps patrolling around the perimeter, without getting involved in the potentially hazardous tussle. We could have actual patrols of more sentient, more humanoid or even mechanized enemies guarding areas, while predator-type beasts could be actively hunting other fauna and they could either switch their sights on the player or not, if they'd bother them by staying too close for too long.
Such things could make the world feel more...dynamic and it would make it feel less like mobs were just waiting to be antagonized by the players (or other NPCs and AI-controlled fauna could see their fair share of excitement for the day).
The other problem I rediscovered with SKYFORGE was how damage is applied to the player character. There are evasive maneuvers and damage-blocking, damage-reducing abilities, but taking damage is guaranteed, no matter how well you move around. The attacks, ranged or melee, that mobs throw at you home in and you cannot actually rely on your reflexes and the managing of your stamina to evade. It has almost no significance. You could potentially whittle down even a stronger opponent, if you keep avoiding their attacks, especially if they exclusively melee-types, but in e.g.: SKYFORGE, the combat is designed so that skill matters only very little. If you're even just 1-3 levels below the mob you're facing, you're almost guaranteed to fail. If their level is any higher, you're situation is hopeless. I know there won't be levels, and we're planning a more horizontal, rather than vertical progression system. I can barely remember the terms that were used. So, that'll eliminate some of the problems. But, there is still the matter of how damage could be applied by mobs. Should absolutely all attacks (all types of attacks) be avoidable (either by evading or negating through shields and skills and such) or should there be attacks, maybe control-effects that could always be applied regardless of what we do and their duration and severity could only be mitigated (by resistance stats and such)?
So, I started playing SKYFORGE again. And I was reminded of what I intensely dislike about the combat-system therein and others like it. I may have talked about this before, but what always bugged me in WoW-like MMOs is the way enemy mobs would just linger near you, but wouldn't turn aggressive unless you came close or attacked. They'd just stand around, in groups, doing nothing, whether they were in a besieged village, forest or around a lake. Which simply looks weird, boring and dumb.
So, I was thinking...
How difficult would it be to program enemy spawns with randomized group behaviors, when still in a non-aggressive state? For example, you could see beast-like enemies having an "argument", engaging another of their kin in a friendly or not-so-friendly spar, while others would linger and watch, roaring/cheering them on. Other more sentient mobs, their handlers, would stand guard, perhaps patrolling around the perimeter, without getting involved in the potentially hazardous tussle. We could have actual patrols of more sentient, more humanoid or even mechanized enemies guarding areas, while predator-type beasts could be actively hunting other fauna and they could either switch their sights on the player or not, if they'd bother them by staying too close for too long.
Such things could make the world feel more...dynamic and it would make it feel less like mobs were just waiting to be antagonized by the players (or other NPCs and AI-controlled fauna could see their fair share of excitement for the day).
The other problem I rediscovered with SKYFORGE was how damage is applied to the player character. There are evasive maneuvers and damage-blocking, damage-reducing abilities, but taking damage is guaranteed, no matter how well you move around. The attacks, ranged or melee, that mobs throw at you home in and you cannot actually rely on your reflexes and the managing of your stamina to evade. It has almost no significance. You could potentially whittle down even a stronger opponent, if you keep avoiding their attacks, especially if they exclusively melee-types, but in e.g.: SKYFORGE, the combat is designed so that skill matters only very little. If you're even just 1-3 levels below the mob you're facing, you're almost guaranteed to fail. If their level is any higher, you're situation is hopeless. I know there won't be levels, and we're planning a more horizontal, rather than vertical progression system. I can barely remember the terms that were used. So, that'll eliminate some of the problems. But, there is still the matter of how damage could be applied by mobs. Should absolutely all attacks (all types of attacks) be avoidable (either by evading or negating through shields and skills and such) or should there be attacks, maybe control-effects that could always be applied regardless of what we do and their duration and severity could only be mitigated (by resistance stats and such)?