Hunting and Creature Awareness

Genesis-V2815

Member
Jan 27, 2025
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South Africa
Hunting is kinda bland in MO2... Animals don't really give us a different challenge compared to humanoids. Honestly animals and npc are basically the same they just look different.

There are a few ways to improve on hunting in MO2.

Heres a list.

1. Creature AI:
Yup in order to make hunting more interesting in comparison to fighting bandits and undead we need to actually make animals more animalistic.
Here's how...
1.1. Creature Awareness:
Animals in real life tend to be alot more aware of their surroundings compared to humans. Whether it's by sight, smell, or hearing they are easily able to detect the presence of a predator or prey.
1.2. Circumstantial Awareness:
This counts for both human and animals in MO2. Npcs need to be alot more aware of their surroundings... For instance I'm sure all us archers have tried shooting an animal and missed. But that animal didn't even pay us any mind... How does that make sense? I could also be mining or chopping wood making noise that would normally wake the entire forest but in MO2 I wouldn't even attract a fly.
1.3. Hunting & Migration:
Contrary to the vast amounts of predators and prey we have in MO2 we rarely actually see predators hunting their prey. Nor do we see herds of prey migrating from one place to another.
Honestly the entire animal spawn system is very stagnant and makes the world feel kinds empty. Adding more spawn points, dynamic spawns, larger spawn groups, and Creature migration and movement patterns would do wonders for world pop. No more sitting around at a spawn point and waiting for those bears to spawn back in for that task u need to finish in 10 minutes.

Next we have a few gameplay mechanics that would make hunting more interesting...

2. Creature Bait:
Think Farcry 4... Players craft either a meat based or veg based creature bait which they can then throw to lure in their respective predators or prey. This would make locating animals slightly easier and could even make for great strategies to take on bandit camps or enemies. Imagine luring a bear to a bandit camp and it taking out a bandit or two in your place.
This would also open a creature bait cooking skill which could work as a secondary cooking skill and could work with a new cooking tool called the bait rack. These baits could also be used as fishing lures and could have varying effects based on the ingredients used. U could even give an animal a poison debuff by adding poisonous ingredients to the bait.

3. Bloodtrails & Tracking:
Now injured animals leave blood trails that can be followed to reveal the animals location. These blood trails can also be highlighted by the alvarin tracking Clade.

4. Traps & Snares:
Traps or Snares to either injure or incapacitate animals could make for a more strategic approach to hunting and even PVP.

5. Tame Tracking:
Tamed creatures like wolves could be sent out to track prey creatures and locate injured targets via the beast mastery system.
 
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finegamingconnoisseur

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May 29, 2020
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Good ideas.

This is reminiscent of Ultima Online's virtual ecology feature that it actually had in place during its beta. SV is working on its own invasion spawn system which hopefully they can piggyback off of, to create a more sophisticated AI, and the virtual ecology that never made it into UO's launch almost 30 years ago.
 

Genesis-V2815

Member
Jan 27, 2025
35
13
8
South Africa
Good ideas.

This is reminiscent of Ultima Online's virtual ecology feature that it actually had in place during its beta. SV is working on its own invasion spawn system which hopefully they can piggyback off of, to create a more sophisticated AI, and the virtual ecology that never made it into UO's launch almost 30 years ago.
I've never played Ultima so I can really reply to most of that but a virtual ecology would certainly do wonders to bring life to Nave.
We also need something that sets hunting beasts apart from killing bandits.
 

Midas

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Feb 25, 2022
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BAsicly Ultima onlines virtual ecology did not work , because the predators killed all the prey allong with the players. the demand was so high for materials the system did not work. creatures needed to spawn and be left before they did anything along these lines wich never happened.

Id love to compare and contrast with ultima all day. the barebones of the game where perfectly balanced , not includeing alot of things that came after its release.
 

finegamingconnoisseur

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May 29, 2020
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BAsicly Ultima onlines virtual ecology did not work , because the predators killed all the prey allong with the players. the demand was so high for materials the system did not work. creatures needed to spawn and be left before they did anything along these lines wich never happened.

Id love to compare and contrast with ultima all day. the barebones of the game where perfectly balanced , not includeing alot of things that came after its release.
From the UO devs themselves, it was the players who went and killed everything that moved the moment the beta started. Nothing was spared, predator and prey alike. That was why they ended up removing it and replaced it with a traditional spawning system.