To much killing and not enough beatings and torture.
Subject is MMORPG tiss what I like ..
In games of this genre either it dies or you die .. rarely you manage to escape.. it never escapes unless you loose connection afore finishing it off.
Seems a bit harsh don’t you think?
I’m thinking that it would be much better if the goblins beat player senseless then laughed at player as he limped off .
Or better still locked player in goblin jail deep in goblin cave torturing player on regular basis to keep player hit points low, generating “save goblin prisoner quest”
Oh while having a gripe about mob AI..
You know just before the mob is about to die and can only walk it makes the decision “Doh I think I’m loosing” and attempts to escape? Slowly ? surely it could work out it’s loosing out a bit earlier? beg for mercy?, offer to pay for it’s freedom?
And “pulling” you know where the swift running elf shoots the Orc in the camp full of Orc’s and gets it to chase him back to his group.. The Orc should see the group and think “eeerm this may be a trap” run back to the camp and tell the other Orc’s “there is only 5 of them I think we can take them? CHARGE!!!
We need more imagination in these games -
What about Mobs jumping out from behind tree’s and demanding money with menace? Highway robber Orc’s ?… Orc Turpin =)
What about Orc’s begging from players to feed baby Orc awww.
Mercenary Orcs offering to help kill Goblins for a few Gold pieces? Or that shiny axe you have there..
Orc ties player to stake for when giant gorilla comes.
[edited by - nomax5 on May 13, 2002 8:44:30 PM]
Sorry. OT: I thought the title of this was about the middle east
Anyway, there''s no reason this can''t be implemented in single-player MMORPGs as well, and probably to better effect.
The damaged character offering to pay for its freedom isn''t likely to appeal at least at first because you could just kill them and take their money. Begging for mercy wouldn''t be particularly useful against a player in an MMORPG, but might make it more interesting anyway.("Hmm...I get experience and money for killing, or nothing for mercy. What should I do?")
The "pulling" is really just an exploit or a bug and should be treated as such.
I''d like to be able to extort money in an MMORPG. ("I want one PC brought to me each week to kill for my amusement. In exchange, I won''t wipe out your village")
You should probably get experience just for hitting a creature, not necessarily killing it, and get more for better hits, etc.
The idea of widening the range of enemy actions is definately appealing.
Anyway, there''s no reason this can''t be implemented in single-player MMORPGs as well, and probably to better effect.
The damaged character offering to pay for its freedom isn''t likely to appeal at least at first because you could just kill them and take their money. Begging for mercy wouldn''t be particularly useful against a player in an MMORPG, but might make it more interesting anyway.("Hmm...I get experience and money for killing, or nothing for mercy. What should I do?")
The "pulling" is really just an exploit or a bug and should be treated as such.
I''d like to be able to extort money in an MMORPG. ("I want one PC brought to me each week to kill for my amusement. In exchange, I won''t wipe out your village")
You should probably get experience just for hitting a creature, not necessarily killing it, and get more for better hits, etc.
The idea of widening the range of enemy actions is definately appealing.
---New infokeeps brain running;must gas up!
I was recently watching a Morrowind Mpeg that was discussing it''s map design tool which inspired this thought. I think it would be possible to implement such an idea by providing an option in the map editor to mess around with a creatures AI, setting values for it that determine how likely it is that the creature will beg for mercy when close to death, how soon it is likely to flee when being beaten, how likely it is the creature will take you prisoner and how likely it is that the creature will simply kill you (obviously this can be expanded upon) All that would be needed is a percentage. This could be set to 100% probablity of a kill if the MOB takes the "take no prisoners attitude", 95% likely in normal encounters and 5% likely in encounters specifically wanting to player to be captured. Thus the MOB never adopts exactly the same decision as to how it will deal with it''s defeat or it''s defeating you. Perhaps if resurrection is an option in the game, the MOB may make it more difficult for you by dragging your corpse to a suitable disposal location. Further to this a flag could be set to allow a random fluctuation in these values so that no two spawns of a single MOB will ever be 100% predictable in their reactions.
I love the idea of being able to directly tinker with a MOB''s AI via a map editor and some well used random elements.
Steve AKA Mephs
I love the idea of being able to directly tinker with a MOB''s AI via a map editor and some well used random elements.
Steve AKA Mephs
Cheers,SteveLiquidigital Online
Yeah, what''s the big flipping deal anyway. Why do Orcs have to be tha bad guys. It''s descrimination I tell you!
Besides the few exceptions, Demons, Orcs, Goblins, etc. are always getting shafted. I think worlds would be more interesting with diverse life that has balance between good and bad in differnet groups. No more killing the demon king of the underworld, PLEASE, he''s just a political figure head anyway.
Sage13
Besides the few exceptions, Demons, Orcs, Goblins, etc. are always getting shafted. I think worlds would be more interesting with diverse life that has balance between good and bad in differnet groups. No more killing the demon king of the underworld, PLEASE, he''s just a political figure head anyway.
Sage13
quote: Original post by Nomax5
I’m thinking that it would be much better if the goblins beat player senseless then laughed at player as he limped off .
Or better still locked player in goblin jail deep in goblin cave torturing player on regular basis to keep player hit points low, generating “save goblin prisoner quest”
Yeah... like most players would enjoy paying a subscription fee to be locked in a cell for hours.
[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files ]
quote: Original post by KylotanOriginal post by Nomax5
I’m thinking that it would be much better if the goblins beat player senseless then laughed at player as he limped off .
Or better still locked player in goblin jail deep in goblin cave torturing player on regular basis to keep player hit points low, generating “save goblin prisoner quest”
Yeah… like most players would enjoy paying a subscription fee to be locked in a cell for hours.
Yeah. I was about to comment on that aswell.
[edited by - Ganryu on May 14, 2002 12:56:41 PM]
Hey, I LOVE that generate rescue quest thing, but as mentioned, what player would like to sit 5 hours on the same place and wait until someone fulfills the rescue quest?
If the prisoner to be rescued is a NPC...
Or give the prisoner a way to finish the torure, like a kind of "word of recall", that will cost him a bunch of something (experience, skills, gold...)
If the prisoner to be rescued is a NPC...
Or give the prisoner a way to finish the torure, like a kind of "word of recall", that will cost him a bunch of something (experience, skills, gold...)
-----The scheduled downtime is omitted cause of technical problems.
I think the only way the cell thing would even remotely work is if the player had access to several characters. Then, he could potentially form a party to go rescue his other character.
What would happen once the player rescued his other character, I leave as an exercise to the other designers here.
--------------------
Just waiting for the mothership...
What would happen once the player rescued his other character, I leave as an exercise to the other designers here.
--------------------
Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote: Original post by Wavinator
What would happen once the player rescued his other character, I leave as an exercise to the other designers here.
Hrm...have the rescued character join the group until taken back to a town or ''safe house'' location? Of course some type of AI system would take over the rescued character...
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__________________________wootkoosRhott Studiosemail: wootkoos@rhott.comicq: 78544868aim: wutkusweb: www.rhott.com__________________________
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