A couple of ideas for animal behavior.
Posted: Wed Jun 22, 2005 2:58 pm
As I was traipsing through the Tryker wilderness trying to dodge Cutes and Ragus, I had an idea...
It'd be cool if a mob's aggro distance dropped significantly while it was asleep. Several mobs have a very distinct sleep animation so it'd be easy to tell when this was happening. It'd make it so you could sneak by them if they're asleep.
To keep it from being too easy, it could be made so if you perform an action (i.e. make a noise), within their normal awake aggro distance, it would wake the animal up. They could even make it so you had to walk or else the animal would wake.
Of course, I think they'd have to tweak the timing of the mobs' behavior for this to really work. As it is right now, the animals switch from awake to asleep too rapidly. I rarely see an animal stay sleeping for a significant amount of time, certainly not long enough to walk by them. Also, the times/duration of the animals' sleep patterns would vary from one type to the next, making it so you had to learn about the different animals.
Incidentally, this could also tie into the "sleep" skill. Casting this could put the mob into their sleeping state without aggroing them, thus allowing you to sneak by.
Another idea I had was in regards to day and night on Atys. I think it'd be neat if vision was affected as we cycle through day and night. For example, some mobs would have poor night vision so their aggro range would drop. However, I think this should apply to us homins as well. Our radar distance could be reduced at night. These would combine to make it so you could travel closer to the animals but would be at a disadvantage to the animals with good night vision or the fast-moving patrols.
It would be really slick if they could make this happen graphically also by having mobs fade out past a certain distance at night.
It'd be cool if a mob's aggro distance dropped significantly while it was asleep. Several mobs have a very distinct sleep animation so it'd be easy to tell when this was happening. It'd make it so you could sneak by them if they're asleep.
To keep it from being too easy, it could be made so if you perform an action (i.e. make a noise), within their normal awake aggro distance, it would wake the animal up. They could even make it so you had to walk or else the animal would wake.
Of course, I think they'd have to tweak the timing of the mobs' behavior for this to really work. As it is right now, the animals switch from awake to asleep too rapidly. I rarely see an animal stay sleeping for a significant amount of time, certainly not long enough to walk by them. Also, the times/duration of the animals' sleep patterns would vary from one type to the next, making it so you had to learn about the different animals.
Incidentally, this could also tie into the "sleep" skill. Casting this could put the mob into their sleeping state without aggroing them, thus allowing you to sneak by.
Another idea I had was in regards to day and night on Atys. I think it'd be neat if vision was affected as we cycle through day and night. For example, some mobs would have poor night vision so their aggro range would drop. However, I think this should apply to us homins as well. Our radar distance could be reduced at night. These would combine to make it so you could travel closer to the animals but would be at a disadvantage to the animals with good night vision or the fast-moving patrols.
It would be really slick if they could make this happen graphically also by having mobs fade out past a certain distance at night.