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.
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.
Last edited: