NPC Behavior - the Pride, the Pack, the Predator and Prey

Ikugoth

Dalayan Beginner
This suggestion's aim is to gauge player opinion's on general mob behavior, the feasibility of modifying it to a noticeable extent, and whether anyone would appreciate any noticeable difference.

I would like to suggest that the pathing and interactions of animal type mobs be expanded upon; with both general and animal-specific behaviors.

The current system seems to be something like this. In any zone with a roaming population of animals, such as the Badlands zones, Centaur Hills, Steamfont, etc. there is a list of mob types to spawn, and specific number of mobs each chosen randomly from the list to roam a local area (valley, hill, plain), either randomly between points or along specified paths to each point. When one mob in the local area is killed, another will spawn as a random choice from the list. Or, once you've been in an area a few minutes, it's mysteries and surprises are pretty narrowed down to a rare mob (if one exists).

My suggestion is to expand the actions mobs can take while doing this, and influencing those actions based on an animal's type.

General Behaviors -

Social Species - Any mob of a type has a chance to spawn as a "Lead". Any mob of that species that paths into the Leads agro range, adopts a new pathing that mimicks the Lead's at +10x, +10y coordinates. Subsequent mobs could be added to the Lead's pack at -10x, +10y / -10x, -10y / +10x, -10y.

The Cub - A lion cub, an elephant calf, etc. Spawns with, and follows a grown 'parent' mob at -10x, -10y. At each waypoint, the cub either continues to follow, or stays where it is. When engaged in combat, the parent mob paths directly to the cub until it no longer exists or is no longer in combat.

Animal VS. Animal - Animals of different types, that path too close to each other, protect their space.

It begins to rain. In the game there already seems to exist many waypoints in each zone where mobs stop, and many already seem to be in prime spots that might be seen as 'shelter'. More could be added also, in some key places like the entrance to the steamfont mines, the cottages in the badlands, etc. The idea here is to mark existing waypoints, or add new waypoints with a 'Shelter' tag, and having animals path to and stay at these points during the condition of rain.

Specific Behaviors -

The Predator - Mobs of a predatory type, Lions and Wolves etc. A random chance for a predatory animal to be spawned as a 'Predator'. The predator polls players in the zone for the lowest level player, and methodically (regular walking speed) travels in their direction.

The Wiley Coyote - Wolves / Coyotes / Dogs. Animals of this type, rather than attacking sitting players in their agro radius, remove a food or drink from their inventory.

Elusive Prey - snakes / rabbits / feeders. Animals of this type path the opposite direction when agro'd. (Away from you instead of perplexingly at you).

Anyways, that's it. I'd like to think that if this or something similar was implemented the more bland or boring areas of the game would become much more interesting. Player attention to, and knowledge of, the terrain and wildlife might verge on being as important as the skills their characters get to manage such things. I'd also like to think that more situational and interesting behaviors could later be created expanding off of the basic animal behavior code.
 
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I like this idea for that it has the potential to increase the feeling of a "living world", but I also see several problems with it:
Social Species - [...]

The Cub - [...]

Both these ideas might result in large clusters of roaming mobs, and I doubt anyone, single or group, would be too happy with a swarm of mobs charging for him. This might work with non-aggressive animals, but if like a pack of 10 wolfes attacks your group, you ARE in trouble.

Animal VS. Animal [...]

This I like, might be a PITA if you want your specific mob for whateever reason, but on the other hand you can be lucky as well.

It begins to rain. [...]
This might lead to a) opposing mobs batteling for the same shelter, b) lots of same mobs at the same spot, wich might result in X-pulls, where X is a big number, and c) it somewhat defeats the purpose in why the mobs were roamers to start with.

Specific Behaviors -

The Predator -
Interesting idea, but could be a bit troublesome in zones with a big level range. I sure know that I would not like lvl45 wolfs in Lfay to come for my lvl10 who xps in the early part of the zone.

The Wiley Coyote
No. For me, this sounds downright annoying and basically the only result would be that one has to hit town even that much more often to restock on food/drink.

Elusive Prey
Even more no. Feared mobs allready have a habit of running around and aggroing half the zone on you, and this would be like perma-fear on a mob. No thanks.
 
Thanks for the good reply

I like this idea for that it has the potential to increase the feeling of a "living world", but I also see several problems with it:


Both these ideas might result in large clusters of roaming mobs, and I doubt anyone, single or group, would be too happy with a swarm of mobs charging for him. This might work with non-aggressive animals, but if like a pack of 10 wolfes attacks your group, you ARE in trouble.

That serves as the basis of the idea. It is more dangerous, but also stands to be more lucrative, and a hell of a lot more exciting than running down single wolf after single wolf. It also creates the possibility of simply for flavor, to see a pride of lions, pack of wolves, or herd of elephants wandering past, rather than one here or there.

This I like, might be a PITA if you want your specific mob for whateever reason, but on the other hand you can be lucky as well.

This behavior would mainly serve as a way to keep mobs freshly spawning in zones that don't get much player "population control". Similar to the way Garba the Pure spawns, then dies, regardless of players in the zone.

This might lead to a) opposing mobs batteling for the same shelter, b) lots of same mobs at the same spot, wich might result in X-pulls, where X is a big number, and c) it somewhat defeats the purpose in why the mobs were roamers to start with.

a.) / b.) These are intended consequences. a.) furthering the Animal vs. Animal interactions and b.) to cause a shift in the places mobs are found and the method to avoid/find them depending on a variable condition. c.) I don't think it necessarily defeats the purpose of roaming mobs, but instead creates some variety in where and when they are roaming.

Interesting idea, but could be a bit troublesome in zones with a big level range. I sure know that I would not like lvl45 wolfs in Lfay to come for my lvl10 who xps in the early part of the zone.
I suppose this one is just up to taste, but I will put forward the argument that if this were the case, a better xp bonus in Lfay would be justified for increased danger.

No. For me, this sounds downright annoying and basically the only result would be that one has to hit town even that much more often to restock on food/drink.
Fair enough. I thought it would serve as a good bonus for the player who's pays attention to their surroundings, and rests at guard towers or houses.

Even more no. Feared mobs allready have a habit of running around and aggroing half the zone on you, and this would be like perma-fear on a mob. No thanks.
Please keep in mind that this was only concerning mobs like snakes / rabbits / feeders / etc, which are not social (share agro) afaik, and are almost exclusively outdoors.
 
Interesting ideas here really - although as pointed, it sounds better in Badlands than in Plagulands :p

The parent/cub idea I like, 2 linked mobs that would never be too far from one another , why not. Of course it would be risky if they're packed with many other similar of their kin. Anyway few of the animals from SoD I have in mind would realistically spend all their time in a pack (coyotes, and wolves to some extent - maybe wyverns in WFC since it's all about them in this zone)

Animals vs animals why not, after all we get spammed with useless crapfight in SNP arena, it could happen everywhere.

The shelter idea is great , you don't see many animals who would brave rain or snow - well for snow maybe in Frosthorn/WW/WFC.

The wiley idea is fun , I remember Gremlins in Ultima who would steal your food and leave you in a bad state after too much time in a dungeon. If it was a reasonable amount of food stolen, it could be interesting.

Predator / Prey is interesting although may need to be tweaked. For Predator, let's not take example of Dire Wolves, they're not usual animals as they scowl to all, and tend to statically guard their little ruins. I suppose it could be intended to be a mob in the average level of the zone.
Prey, as Nwaij says it'd be annoying. Maybe they would tend to move the opposite way of a PC, not aggroing stuff, but would still fight if aggro (although it's usually lame mobs, would give adjusted less xp). Have fun looking for rabbit in Everfrost :p

Anyway good thinking, I hope at least one or two ideas get a look-at !
 
I don't know how well this could be implemented but I wanted to just thank you, because this is a rare S&R post: a cool idea with a decent OP.
 
It is interesting, but I'm more concerned with load on the server as well as possible zomgz 500 mobs on me effects making some of the midlevel areas untenable for xp.
 
Sounds good besides the probable coding nightmare

What would be the detriment to elusive prey? Easy and risk free xp it seems to me
 
Sounds good besides the probable coding nightmare

What would be the detriment to elusive prey? Easy and risk free xp it seems to me

chasing them? if you re hunting the weakest mobs in the zone you're probably not in a hurry to run into some of the bigger, stronger mobs in the zone.

also re:the predator idea, I think I would like it lot more if the predator hunted the first target in its "prey" range that it saw, rather than just spawning a mob with aggro on the weakest character in the zone.
 
Sounds fun to me. Sort of brings back the old days running around qeynos hills in the rain and wondering if I was going to die while camped out in the cottage along the path to surefall.

You'd have to tag specific creatures that are supposed to be unintelligent to have the behavior.. like animals and maybe things like goblins could do it to a lesser extent. I wouldn't expect diseased stuff in plaguelands to act like that though.
 
It is interesting, but I'm more concerned with load on the server


This is where most of my curiosity lies. It seems strange to me that object pathing isn't dependent on anything I'd typically think of as a design constraint. Especially not a design constraint that's very prevalent in this section of the forums at least. It's complexity could be fleshed out to any degree on just a white screen with black dots as objects, but it seems so few games take advantage of this aspect of design; especially in this game where so many of the other avenues of design are unuseable.

as well as possible zomgz 500 mobs on me effects making some of the midlevel areas untenable for xp.

Capping groups of mobs to a handful sounds like a good stipulation.

In regards to the elusive prey, the elusive prey idea is to give some variable action to how melee only mobs act, and to make farming these kinds of mobs less than retardedly boring. I don't know how else to put that. Also, the funny way small models in sod disappear/reappear and generally lie about their real location as you try to chase them down with melee is pretty much perfect for a snake or a rat.

As far as specifying just animal mobs to act like this, it would offer contrast to the way all of the other mobs already behave. A vetted player may know that when raining, all that is trudging around are NPC's smart(?) or dead enough to have some job to do, area to patrol or scout, or brains to find to eat; or that if a zone has been empty a while, some particular area becomes rich in certain types of animals. Also, concentrating on a small section of NPC life that most players only briefly encounter seems like it makes them a good candidate for experimentation.

also re:the predator idea, I think I would like it lot more if the predator hunted the first target in its "prey" range that it saw, rather than just spawning a mob with aggro on the weakest character in the zone.

I thought about making the suggestion with close range as the stipulation, but the possibilities of the target player at a long range moving around a lot or not staying long, would make the predator actually finding them rare enough to take players by surprise. Always targeting the lowest level player probably isn't the best target criteria though I admit.
 
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