Evolution in the Mobs?

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jeuiv
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Evolution in the Mobs?

Post by jeuiv »

Now i know that this would be hell to code, but at least in the higher areas, could the mobs evolve because of the pressures exerted on them by us homins?

for example, in void most people there hunt plods or najabs. So why dont the plods shake off the ADD that they exhibit and become more a social animal, very hard to pull away from the herd etc etc. and with the najabs, why dont they become faster, or gain some higher resists.

Im not doing this to spite all of the hunters or anything, but since it been like 6 years on Atys, and we've killed these things over and over you'd think they'd either learn or evolution would weed out the stupidest
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swe999
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Re: Evolution in the Mobs?

Post by swe999 »

Yeah, wouldn't it great if the mobs could gain levels and grind homin...
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jinnear
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Re: Evolution in the Mobs?

Post by jinnear »

jeuiv wrote:Im not doing this to spite all of the hunters or anything, but since it been like 6 years on Atys, and we've killed these things over and over you'd think they'd either learn or evolution would weed out the stupidest

Really great idea... :)
Only thing is, if Atys evolution is anything at all like the evolution on Earth you wont notice it over 6 years... maybe if you live 200 years or more you'd notice some change...
Unless it works the Terry Pratchett-way... hm...
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thosholm
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Re: Evolution in the Mobs?

Post by thosholm »

I think there would be one very simple way to implement it: Mobs grow up.

Any Suckling Yubo not killed by players grows slowly through the ranks to eventually become that fabled 'King Yubo'.
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kaetemi
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Re: Evolution in the Mobs?

Post by kaetemi »

thosholm wrote:'King Yubo'.
you mean vince?
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blaah
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Re: Evolution in the Mobs?

Post by blaah »

thosholm wrote:I think there would be one very simple way to implement it: Mobs grow up.

Any Suckling Yubo not killed by players grows slowly through the ranks to eventually become that fabled 'King Yubo'.
by not killing they should become easyer
by killing they should become harder.

kill 50 Timorous get Roaming.. etc up to named spawn
if you stop killing them for too long, spawn resets
> Timorous->Roaming->Scampering->Sprightly->1 black star boss with or without minions ;-)
(keep current lvl spawn, start from middle, but make it harder after some killing)

so.. say hello to Bajam ;-)

.. and this would be soo easy to implement
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cloudy97
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Re: Evolution in the Mobs?

Post by cloudy97 »

blaah wrote:by not killing they should become easyer
by killing they should become harder.

kill 50 Timorous get Roaming.. etc up to named spawn
if you stop killing them for too long, spawn resets
> Timorous->Roaming->Scampering->Sprightly->1 black star boss with or without minions ;-)
(keep current lvl spawn, start from middle, but make it harder after some killing)

so.. say hello to Bajam ;-)

.. and this would be soo easy to implement
So... that would be a lose-lose situation. Killing Kitins would result in deadlier Kitins. And how, because they learn? I think they don't learn, they act on instinct not by choice.

Thosam's idea makes more sense and would give an actual reason to head into the dungeons before the creatures grow too much.

EDIT: an exploit in the grow-by-kill would be to head to the area outside capital town of an "enemy" race, kill all yubos (or vigourous ragus) until they're too hard to handle for a new player. Locking the new player inside town.
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blaah
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Re: Evolution in the Mobs?

Post by blaah »

cloudy97 wrote:Thosam's idea makes more sense and would give an actual reason to head into the dungeons before the creatures grow too much.
yep, it do make more sense... but then what ?
max lvl mobs everywhere, no possibility to kill them, no safe spots, ppl leavaing.. actually...
.. bring it ;-)

Q: have you been killing najabs/jugs 8+ hours straight ?
i have, more than once ;-) same old najabs.. over and over again.
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marct
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Re: Evolution in the Mobs?

Post by marct »

thosholm wrote:I think there would be one very simple way to implement it: Mobs grow up.

Any Suckling Yubo not killed by players grows slowly through the ranks to eventually become that fabled 'King Yubo'.
They do grow up. If you watch through the seasons, the mobs get stronger as the yera progresses with them ebing the strongest in Winter. Only the strong survive the harsh weather ya know.

The difficulty is that they are not the same ones, and breading does not happen again until the next breeding cycle again.

I for one would love to see herds get enormously large due to the fact that no one has thinned them down. Imagine seeming a herd of 400 Bodocs. And if their socialness extended to attacking Aggro. They could actually win with those numbers. Extending even further to allow these animals to grow up, and actually migrate to a higher region if the herd gets to large would be cool too.

I think we are spoiled, and now the holy grail would be cool. Although, I can think of a few ways to do these things in a more dynamic method, given the stuff I have seen on R2, it seems as thow roams, and migrations are pretty static. And I have never seen a mob grow up, and I have watched for a long lng time.

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suib0m
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Re: Evolution in the Mobs?

Post by suib0m »

Also, while not exactly what you are referring to, mobs do change their behavior over patches. I remember several patches ago when ragus and gingo were much more predictable in thier behaviors.. then a patch came around and they became quite a bit more of a nuisance. I've seen variances of other fauna behaviors as well. I dunno if this is something done on purpose, or maybe a quasi-result of server reboots and code updates, but it's noticeable if you watch for it.
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