Hoping mobs don't just stand around waiting to be attacked.
Watching the BRK stream with Koopa and it's nice and all, but so distracting when a mob is literally just standing in it's area (or spawn) doing nothing other than wating to be attacked.
Simple animations of them (the first mobs outside) sitting near the fire, occasionally standing picking up a piece of wood and tossing it on the fire then sitting back down. Showing them warming their hands, just simple animations.
The guys inside just stading at a table, why are they not sitting down talking to each other, eating, laughing. Getting up and moving around, leaving when they are done, wandering around.
The animations aren't complete yet..remembering this is pre-alpha and the game world is still being built. Once we head further into the other testing phases like Alpha and beta, I'm sure we'll see some differences. And if you've seen any other livestreams, the mobs do move around..they aren't static..in one I saw a griffon flying overhead..as an example. All in good time. :) The Boss and her crew in BlackRose do move around..patrol.
I do agree, Kittik, but pre-alpha should explain it. As Cana says, there are examples of some nice pathing and behaviour for the more important mobs currently - I wouldn't be surprised if this is expanded to all to at least make more static ones pick their noses, or warm their hands by the fire or roll dice or whatever.
bryanleo9 said:Static mobs kill immersion for me. It's an easy/ lazy programing feature that is 20 years old. It's time to advance with the technology.
I can understand this - but clarify is a mob still static if he stays within a very small radius effectively standing still but with better animations? I ask this because from a gameplay perspective it would be very frustrating to walk into a dungeon where every single mob was randomly roaming. Part of the fun of an open world dungeon is adventuring through and obtaining knowledge about where enemies are and how best to approach pulls/navigate the dungeon. If you throw too much random enemy behavior into the mix it may create a frustrating game play experience - at what point to you sacrifice immersion for gameplay?
What if the mobs stayed in their relative positions most of the time only moving for day/night cycles or perhaps weather events? Would that be dynamic enough? or are you thinking all mobs should be going about their business based on their AI scripts that could take them to any number of places within a dungeon?
Oh, if I know Brad and his visions of game, there will be motion lol. There will be so many random wanderers that you'll probably wind up complaining about them. Like in EQ, if you caught a named in the middle of nowhere, and nothing else is around, as soon as you start combat for some reason every mob is now wanting to path toward that location. Better pray to RNGesus that it will behave lol.
disposalist said:I do agree, Kittik, but pre-alpha should explain it. As Cana says, there are examples of some nice pathing and behaviour for the more important mobs currently - I wouldn't be surprised if this is expanded to all to at least make more static ones pick their noses, or warm their hands by the fire or roll dice or whatever.
Yes! Cough, rub their hands together. Change sitting positions. Poke the fire occsionally...
I'm all for static animations and behavior if it makes the game feel more real. But at this point of development I completely understand that stuff is missing. Once beta comes around I'll start paying more attention to things that are missing.