So I was thinking about how most enemies are usually pretty predictable after a minute. What if (rarely) the devs made an enemy that they controlled? Basically they'd make it a dev only race/class and have full control of it? I think that would be too awesome. They could taunt us, surprise us, do so many things that normal coded enemies just can't keep up with. Especially the monotony of ability usage. I would LOVE for an enemy to surprise me in the middle of a fight by changing up his abilities to such a degree that I just couldn't react fast enough. For instance, he could actually UNDERSTAND what we're saying in our tactics and work around them. The basic idea/rules used against bosses wouldn't really work as well with living enemies. Especially if it were more than 1 dev. Could you imagine going up against 2-5 dev enemies? Obviously they'd have to give themselves limits too, but there is SO much they could do in this way. Like I said, it'd be rare but still. I think it'd be a great end-game idea. Also, I don't imagine a normal group size would work out against them.
I still want to see enemies that strike from the shadows, when you enter a room, like there actually hiding. Also want to see Bloodied powers implemented for the monsters and this could also be an extra power incorperated into our PC's when our hero's become bloodied.
... Also want to see Bloodied powers implemented for the monsters and this could also be an extra power incorperated into our PC's when our hero's become bloodied.
Excellent point. I want bloodied mechanics incorporated too.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
So I was thinking about how most enemies are usually pretty predictable after a minute. What if (rarely) the devs made an enemy that they controlled? Basically they'd make it a dev only race/class and have full control of it? I think that would be too awesome. They could taunt us, surprise us, do so many things that normal coded enemies just can't keep up with. Especially the monotony of ability usage. I would LOVE for an enemy to surprise me in the middle of a fight by changing up his abilities to such a degree that I just couldn't react fast enough. For instance, he could actually UNDERSTAND what we're saying in our tactics and work around them. The basic idea/rules used against bosses wouldn't really work as well with living enemies. Especially if it were more than 1 dev. Could you imagine going up against 2-5 dev enemies? Obviously they'd have to give themselves limits too, but there is SO much they could do in this way. Like I said, it'd be rare but still. I think it'd be a great end-game idea. Also, I don't imagine a normal group size would work out against them.
I could see this done for events. I know something like this was on in CoH for some giant holiday bosses.
Personally I think it would be interesting to see the concepts of the Memetic AI Toolkit by William Bull brought into use for NPC behavior.
The way the engine works, you can make "costumes" for any character to look like anything! Imagine what a "god mode" GM (or higher) could do with that in events!
I still want to see enemies that strike from the shadows, when you enter a room, like there actually hiding. Also want to see Bloodied powers implemented for the monsters and this could also be an extra power incorperated into our PC's when our hero's become bloodied.
Well, lighting isn't "interactable," but yes, we could set pathing to work with the dynamics of a room so the monsters "attack" in a certain proximity when they are placed in "shadows."
As for a monster triggering something when damaged after a certain point like bloodied or dead, there is this...
The way the engine works, you can make "costumes" for any character to look like anything! Imagine what a "god mode" GM (or higher) could do with that in events!
Well, lighting isn't "interactable," but yes, we could set pathing to work with the dynamics of a room so the monsters "attack" in a certain proximity when they are placed in "shadows."
I wonder if in order to add to the sense of frustration if you could make the monster despawn while keep all the stats it had when it despawned ( so what ever it's current health is for instance). Then set it so that it can run to a darkly shadowed area to despawn and then respawn from another random darkly shadowed area to resume it's attack.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
I wonder if in order to add to the sense of frustration if you could make the monster despawn while keep all the stats it had when it despawned ( so what ever it's current health is for instance). Then set it so that it can run to a darkly shadowed area to despawn and then respawn from another random darkly shadowed area to resume it's attack.
No, that Foundry thing causes a "leashing" effect and resets health. It would be nice if we could make a duplicate mob with that flagged amount of health at the time of exit, but that falls under customization and the monster/mob's health must be at full or at zero (dead body)
Ok then how about making dark areas of the room a teleport trigger just for that NPC to another room that is inaccessible to the players. Then that room it has another teleport trigger that spawns the NPC at another random trigger point. Then just make it so that there is a timer between teleports. Say 10 seconds.
Ok then how about making dark areas of the room a teleport trigger just for that NPC to another room that is inaccessible to the players. Then that room it has another teleport trigger that spawns the NPC at another random trigger point. Then just make it so that there is a timer between teleports. Say 10 seconds.
I seriously doubt that intentional teleport's control would be given in hands of players lest it be used to make "Quick XP" missions in which you are teleported to room with one mob to other (so mobs don't follow you if you are low on health).
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
I seriously doubt that intentional teleport's control would be given in hands of players lest it be used to make "Quick XP" missions in which you are teleported to room with one mob to other (so mobs don't follow you if you are low on health).
Well, Foundry has kill enemies as a drag and drop in mission sections. Which you link to placed maps. If you put extra enemies in the map but don't link them to the story objective, they become "extra" monsters. So while there is a cap to prevent exploits, gillrmn is right if they offered teleporters in the game and offered players playing direct placement control.
Comments
Personally I think it would be interesting to see the concepts of the Memetic AI Toolkit by William Bull brought into use for NPC behavior.
The way the engine works, you can make "costumes" for any character to look like anything! Imagine what a "god mode" GM (or higher) could do with that in events!
Well, lighting isn't "interactable," but yes, we could set pathing to work with the dynamics of a room so the monsters "attack" in a certain proximity when they are placed in "shadows."
As for a monster triggering something when damaged after a certain point like bloodied or dead, there is this...
River Song Pops Up
Oh shut it!
She ruins everything!
No, that Foundry thing causes a "leashing" effect and resets health. It would be nice if we could make a duplicate mob with that flagged amount of health at the time of exit, but that falls under customization and the monster/mob's health must be at full or at zero (dead body)