Greetings!
As I failed on generating enough interest (amusingly enough, I guess that's going to change if they find their character spirit walking and all their house inventory gone every so often upon going on-line) in my questions on the last Q&A to get them up-voted and answered, maybe I should try to stir curiosity on the subject on the forum first. Because I love the idea of the features and the stories related to that, but I'd be eager to learn how Soulbound Studios is planing to pull it off.
I keep reading that nobles proclaim the intention to have guards/police/army (which is great!), but nobody has ever mentioned how they want to manage that. Not everybody is going to be online 24/7, people want to go on adventures, you need other vocations as well to keep things running and characters of higher age aren't suited for the task. How are they going to maintain enough guards around the clock to fend of small enemy groups?
Let's say you have roughly a hundred players (and as many NPCs) living in a village, each of with their own house.
Now a group of ten bandits comes into the village. If there's nobody to stop the bandits, they could break into every house, kill the owner, steal the mounts, the valuables and burn or destroy the rest. They don't need a Casus Belli for that and it can happen at any given moment. That is why most kingdoms proclaim having guards/police, to provide some form of safety to their inhabitants (just like it used to be IRL). The difference (and problem) between IRL and CoE is that people only had one job (a guard didn't go for adventure) and that the guard would be on alert all day long. They might not patrol, but they could be woken up and called to arms within minutes. You need at least four to eight times as many guards in-game compared to IRL, if you want to keep a minimum amount ready all the time. Which have to be found (not everybody wants to spend a good amount of their spare time patrolling streets), payed for (the rest of the people has to pay higher tax) and selected according to online-time-frames. It's a non trivial task, isn't it?
That is, unless you want to rely on 'offline character scripts' and NPC AI. But try to compare PvP and PvE in any game. The less taxing on hardware an AI, the easier to 'kite'. A group of 10 players in most every MMORPG can basically annihilate a complete area of computer enemies, simply because AI can be 'outplayed' very well. Most games migrate that issue by granting their computer controlled creatures absurd stats (a lot more HP/att/def/unlimited stamina/magic...) and some special skills (teleporting back when you lure them), but that would be somewhat strange for CoE.
How many hundred AI controlled WEAK creatures does it take to stop a group of only ten active players who can easily outsmart them? Weak, because it would be strange for a 'realistic' [and I ~love~ that realism!] game like CoE when your character suddenly becomes superhuman while you are offline and gets heck of tricky to revert (if you get quadruple the health, what happens if you log back in and have lost some?).
I think all of us MMORPG players have seen creatures lured into fire/hazard/traps to damage themselves, have seen teams of players using an 'aggro switch' (or the lack thereof) to kill creatures from afar without taking damage, have seen players running and shooting creatures around obstacles or from a 'safe spot', have witnessed creatures being lured to single them out, have seen players kiting attacks because they were predictable,...
In short, PvP players love the thrill PvE won't give them, because some human players are far, far better (and a higher risk) than any AI they have ever meet in a game. Else they would play PvE?
And since we know nothing about offline character scripting other then that it is planned, we don't know how 'smart' we can program our offline-alter-egos.
But we do know a few things. We've seen that 'parcour' is going to be possible in CoE. Running an A* pathfinding on a navmesh is taxing for the CPU. Trying to do pathfinding on a dynamically player-generated parcour environment in an MMO...
Trying to program an unpredictable AI, that isn't taxing on the CPU (because you need to run hundreds of thousands at the same time), that can present a challenge to a small group of experienced PvP players (with voice chat) in a skill based combat system... that is, well, something I'd love to get more details on.
What I know is that Soulbound Studios is debating either JS or C# and to utilize the power of .NET, as stated in a Q&A video. But there's many a point in this that's not been laid out yet. I've compared CoE's offline character scripting with the only example of such an idea on the market that I'm aware of: https://chroniclesofelyria.com/forum/topic/13192/questions-about-offline-character-scripting-details#post138329
And these scripts are trivial compared to what would be required for CoE?
I'd greatly appreciate feedback (by nobles, by people who want to play as guards, by other programmers who are familiar with AI and most of all by Soulbound Studios)!