If we want to go for realism, then we shouldn't be able to con the mobs either.
/duck!
Low Level Aggro is Annoying
Re: Low Level Aggro is Annoying
I think the argument that if mobs con players it wouldn't be realistic is perhaps incorrect. In reality, predators definitely avoid attacking other creatures that could kill them too easily. A lion will attack a gazelle but wouldn't go after a rhino or something.
Re: Low Level Aggro is Annoying
Lion would not go after a rhino because it is much bigger than itself. It however often goes after humans. It really can't tell the difference between a human with a dagger and a human with a gun. Which one can kill it? This is what I mean. A giant crab would attack a homin simply because it sees it as food. It can't tell what level that homin is just from looking at him. Our con ability isn't 100% effective either, its a color scheme that only aproximates how tough they are. Take Scowling ragus and Scowling gingos... they are both the same color yet one is easy while the other can kill you at low levels easily.
How often do we form a hunting party to hunt down bigger prey... If you walk by a pack of gingos, do you expect it not to attack you?
How often do we form a hunting party to hunt down bigger prey... If you walk by a pack of gingos, do you expect it not to attack you?
Re: Low Level Aggro is Annoying
The kind of skills in Ryzom could probably be compared to martial arts. A very experienced martial artist would be WORLDS above an average person in a fight. There are vast differences in power between level 1s and higher levels. The mob probably wouldn't be able to tell the difference too well, since they both look the same.
I feel like such a post whore today. *starts passing out pie*
I feel like such a post whore today. *starts passing out pie*
Re: Low Level Aggro is Annoying
I want some pieaelvana wrote: *starts passing out pie*
Re: Low Level Aggro is Annoying
I believe it's more along the lines of gameplay, not realism. In a manner of game design, there's really three basic things that should be at the core build of your game:
Storyline, Interactivity, and Core Mechanics. Storyline of course tells the story of the game. There has to be some purpose to playing (we'll be seeing the story put into the game soon). Interactivity is the way a player sees, hears, and acts with the world of the game. Interactivity also provides a large portion of the overall game experience as that is what players will be doing 90% of the time in-game. Finally, Core Mechanics are what define the operations of the game.
Now of course, these three things can overlap eachother, mix with eachother to provide a more complex, interesing, and innovative game. However, when some of these things combine in certain areas of the game, these things can harm the game more than help.
With free moving A.I., you're adding to the storyline (a little bit) and core mechanics of the game, while taking a chunk out of beneficial interactivity. Your sacrificing the sense of accomplishment, and also time taken away from gameplay, just so you can provide the slightst bit of more realism. Does it balance itself out on the gameplay scale of these three aspects: core mechanics, interactivity, and storyline?
In my opinion, no. I would rather be given the freedom to move around low level mobs that I already spent a deal of time killing in my low level days, than be chased down by them for the sake of realism.
Does anyone see my argument, or am I alone in this?
Storyline, Interactivity, and Core Mechanics. Storyline of course tells the story of the game. There has to be some purpose to playing (we'll be seeing the story put into the game soon). Interactivity is the way a player sees, hears, and acts with the world of the game. Interactivity also provides a large portion of the overall game experience as that is what players will be doing 90% of the time in-game. Finally, Core Mechanics are what define the operations of the game.
Now of course, these three things can overlap eachother, mix with eachother to provide a more complex, interesing, and innovative game. However, when some of these things combine in certain areas of the game, these things can harm the game more than help.
With free moving A.I., you're adding to the storyline (a little bit) and core mechanics of the game, while taking a chunk out of beneficial interactivity. Your sacrificing the sense of accomplishment, and also time taken away from gameplay, just so you can provide the slightst bit of more realism. Does it balance itself out on the gameplay scale of these three aspects: core mechanics, interactivity, and storyline?
In my opinion, no. I would rather be given the freedom to move around low level mobs that I already spent a deal of time killing in my low level days, than be chased down by them for the sake of realism.
Does anyone see my argument, or am I alone in this?
Last edited by stellus on Wed Oct 06, 2004 4:01 pm, edited 1 time in total.
Re: Low Level Aggro is Annoying
I think you've made a good point there. Realisim is great and I definitely like that the environment is more realistic in Ryzom. However, if the realism starts making the gameplay less fun, then that's not a success.
In my personal opinion, having low level mobs aggro you without any "thought" may be unrealistic in some situations and realistic in others. However, I find it annoying either way and I don't think it's adding to my gaming experience.
So rather than debating whether it's realistic or not (I think an argument can be made either way), why not take a look at if it's making the gaming more fun or not.
In my personal opinion, having low level mobs aggro you without any "thought" may be unrealistic in some situations and realistic in others. However, I find it annoying either way and I don't think it's adding to my gaming experience.
So rather than debating whether it's realistic or not (I think an argument can be made either way), why not take a look at if it's making the gaming more fun or not.
Re: Low Level Aggro is Annoying
That is not relevant since the argument now is that animals shuld see diffrence between a qual 10 and 200 armor...that IS unrealistic.aylwyne wrote:I think the argument that if mobs con players it wouldn't be realistic is perhaps incorrect. In reality, predators definitely avoid attacking other creatures that could kill them too easily. A lion will attack a gazelle but wouldn't go after a rhino or something.
Whats unrealistic about that?aelvana wrote:If we want to go for realism, then we shouldn't be able to con the mobs either.
thats exactly my pointkorin77 wrote:Lion would not go after a rhino because it is much bigger than itself. It however often goes after humans. It really can't tell the difference between a human with a dagger and a human with a gun. Which one can kill it? This is what I mean. A giant crab would attack a homin simply because it sees it as food. It can't tell what level that homin is just from looking at him. Our con ability isn't 100% effective either, its a color scheme that only aproximates how tough they are. Take Scowling ragus and Scowling gingos... they are both the same color yet one is easy while the other can kill you at low levels easily.
How often do we form a hunting party to hunt down bigger prey... If you walk by a pack of gingos, do you expect it not to attack you?
So the mobs shuld not attacka nd not move...just so that you will have more benefit out of hunting? it doesn't realy sound resonable to me.stellus wrote:With free moving A.I., you're adding to the storyline (a little bit) and core mechanics of the game, while taking a chunk out of beneficial interactivity. Your sacrificing the sense of accomplishment, and also time taken away from gameplay, just so you can provide the slightst bit of more realism. Does it balance itself out on the gameplay scale of these three aspects: core mechanics, interactivity, and storyline?
In my opinion, no. I would rather be given the freedom to move around low level mobs that I already spent a deal of time killing in my low level days, than be chased down by them for the sake of realism.
It not like every low lvl mob that you cross over will start attacking you...out of a group of say 10 mobs maby just 2 will aggro you unless you stand there for a while...aylwyne wrote:I think you've made a good point there. Realisim is great and I definitely like that the environment is more realistic in Ryzom. However, if the realism starts making the gameplay less fun, then that's not a success.
In my personal opinion, having low level mobs aggro you without any "thought" may be unrealistic in some situations and realistic in others. However, I find it annoying either way and I don't think it's adding to my gaming experience.
So rather than debating whether it's realistic or not (I think an argument can be made either way), why not take a look at if it's making the gaming more fun or not.
Re: Low Level Aggro is Annoying
I'm not asking mobs to con bas eoff of armor, but off of the skill level that is actively being used.
Re: Low Level Aggro is Annoying
stellus wrote:I'm not asking mobs to con bas eoff of armor, but off of the skill level that is actively being used.
no yer gettign even more inrealistic.... so do you have some kind of "evil skill aura"?