Hello. Here I will be compiling all suggestions I have for AI and NPC's.
I hope the devs take notice of any changes they deem appropriate and possible for MO2. Feedback is welcomed but if you dont like something, there is no need to have a fit. Something to remind yourself of is that anything suggested below of course would need to be carefully balanced in order to not be exploitable.
As a note, many things below could fall into many categories. They are sorted less for accuracy and more for general viewing.
Artificial Intelligence:
General Combat:
Taming:
I hope the devs take notice of any changes they deem appropriate and possible for MO2. Feedback is welcomed but if you dont like something, there is no need to have a fit. Something to remind yourself of is that anything suggested below of course would need to be carefully balanced in order to not be exploitable.
As a note, many things below could fall into many categories. They are sorted less for accuracy and more for general viewing.
Artificial Intelligence:
General Combat:
- Battles should not be like in MO1, where you would stand and fight something on the spot
- Enemies should move around more, depending on what they are
- Razorback could charge you, trot a bit and turn and try again
- Fish and underwater creatures could circle you and dash in for a bite
- Etc.
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- There should be more choreographed, dodge-able attacks
- When being charged, you could simply have to get away from the charge, side step, etc
- Etc
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- Enemies should move around more, depending on what they are
- There should be a multitude of different model variations for different NPC
- These could be purely cosmetic, or change the way the NPC fights entirely
- Humanoids should have different clothing, weapons, races
- Creatures could have scars or different skin textures
- -
- Fighting the same kind of NPC should not get too repetitive
- Enemies should make use of direction atttcks
- Each enemy should have a brief dice roll at the start of combat to decide
- If it will favor a particular attack direction
- If it will favor attacking quickly, or trying to block
- Etc
- This would make AI more fluid and you could not close your eyes or watch Netflix and still kill things, as you could in MO1
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- Each enemy should have a brief dice roll at the start of combat to decide
- Enemies should make use of direction atttcks
- AI should be more reactive than it was in MO1
- Less things should be constant, more variables should be introduced
- AI should react to individuals based on their Zoology skill levels.
- Players trained in specific lores will have decreased aggro radius with hostile mobs, perhaps eliminating aggro for specific types.
- Players trained in specific lores will gain positive interactions with friendly mobs, such as trimming horns to gain horn, or sheering to gain wool.
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- AI should react to if they are attacked by magic, ranged weapons or from melee range.
- If the AI is weak to or afraid of a specific type, they will flee, or go berserk, fighting with increased speed.
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- AI should react to each other, and should roam
- The world should be a combination of semi static, and roaming NPC’s.
- Semi Static could have a herd of Springbok making a slow, wide circle around the Steppes, perhaps only moving every hour or so.
- Roaming could be given to smaller groups or solo entities, such as a Lone Wolf for lack of a better example.
- The Lone wolf would spawn randomly within an existing spawn of wolves, and begin moving instantly in a random direction. It would be able to detect (smell) herbivores and being tracking them, so it could engage in battle with them and eat one or die trying.
- This could be used as a base template idea for many creative things.
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- AI should react to player numbers
- Imagine a PvP fight wandering near a pack of wolves or springbok. While normally Wolves would attack, the presence of too many people would have them flee, as well as the springbok.
- They would flee a certain distance, but if pursued, become hostile, to prevent too much herding of wild spawns.
- They would return to their original locations afterwards.
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- AI should collectively respond to how the player acts, and the player should have more options
- They player should be able to toss food to an animal, calming it down or showing that they are friendly
- Mobs witnessing this may react, so if one pig is fed, more may gather, etc.
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- If a player was running around or swinging a weapon or attacking, they would flee
- To avoid issues, a creatures attacked will fight back, but the surrounding will run
- Any creature fleeing will only do so by moving a few feet, not endlessly
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- They player should be able to toss food to an animal, calming it down or showing that they are friendly
- AI should be more varied than it was in MO1.
- There were no positive creatures in MO1, only neutral and hostile.
- I suggest adding some wandering friendlies into the wild, such as
- Woodland Imp/Pixie/Fairy who will throw weak healing spells on injured nearby humanoids
- Wandering hunters who roam a path, with a goal of getting meat and returning to their NPC town. They will offer directions to nearby animals, or aid in fighting off hostile NPC who are in combat with you.
- Etc.
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- I suggest adding some wandering friendlies into the wild, such as
- AI bandits, depending on location, should try to speak with you before attacking, demanding money or that you move on in order to have peace. They should have the ability to snoop you in these interactions and if you have too much money or a valuable item, they will exclaim and attack right away.
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- All AI should have a stamina-like value, so that they cannot chase and fight endlessly.
- MO1 had enemies slow down as their HP dropped, that was something, but no enough.
- Enemies should tire from running and swinging, or blocking in the case of blocking.
- Enemies should also have mana and mana regeneration if they are mages.
- When stamina is getting low, they should slow down and their attacks should become less frequent as they allow their stamina to return
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Taming:
- Taming would be directly influenced by some of the aforementioned suggestions, buffing them by allowing them to:
- Interact with the wilderness in more creative ways
- Play support roles instead combat roles
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- Players should be rewarded for training a pet
- Introduce Bond mechanic
- After so many hours have passed of play with a specific pet, it will become bonded
- Bonded pets will count as Players for the criminal system, so if they are slain in town (looking at you donkey killers) they will give the equivalent of a murder count.
- They would of course mirror the players flag so grey and red pets would be treated as criminals and murderers.
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- Taming commands should be able to be more complex, depending on the pets intelligence.
- A pet should be able to told to stay back, unless the owner gets below half life, or becomes out numbered.
- A pet should be able to be trained to seek out specific items and lead the character to them
- A pet should be able to flee when it becomes too damaged
- All AI should have stats the same as the players, akin to MO1’s mounts. This would make it so tamers would be able to see these stats, and find pets with strengths and weaknesses that were desired.
- This would also allow any pet with above a certain size and strength threshold to carry bags.
- A tamer with a bear should not lose the ability to store his things, why cant the bear have bags? The disadvantage the tamer has is that they are on foot, and are not a strong PvP build due to points spent on taming.
- Bags should count as weight and linearly slow down whatever creature is carrying them as they fill up.
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