COMMUNITY - FORUMS - GENERAL DISCUSSION
Dynamic Mob Development

There was a description of how our actions can and will impact events I was wondering if it extended to the various mobs we may encounter. Let me build a scenario and tell me how far off I may be.

Say there is a wood lot north of a village. In that wooded area there may be a varied source of game. Now if there is not a lot of hunting of the game a pack of wolves move into the wood lot.

As a character I can go in and hunt game which will cause the wolves to become aggressive because I am now impacting thier food source.  - If I hunt game I can get pelts and meat.

If left alone long enough the wolf population gets stronger and more adventurous. Say they start to attack domesticated animals. - If I hunt wolves I can get pelts, teeth and claws for crafting.

If left unchecked the evolve into Dire Wolves. Now they begin to harrass travellers and snatch the odd family pet or attach an unweary child or old folk.

If I go to hunt them alone these dire wolve and thier pack mentality can easily overwelm me. If I gather other like minded adventures to hunt them there arrises an Alpha Dire Wolve that is near invincible. To over come this threat it requires a coordinated attack of may adventures. If a dire wolf is killed you could get higher quality pelts, teeth and claws used in a higher level crafting. I may also find some discarded weapons and armour of some inexperienced adventure that fell to there gile.

If we manage to over come the Alpha Dire Wolf we would find a treasure trove of horded lost items in the den of the foul beast. There could also be some mystical items that could be harvested from the animal that could be used in some higher crafting line.

If left unchecked this Alpha could develop into some mythical beast that would unlock some server story ark that once killed would reset all things back to a placid wood lot.

Is this something you had in mind or is it simply a pipe dream of an avid gamer?


7/31/2015 12:06:51 AM #1

You got it - or at least part of it. :-)


7/31/2015 10:25:47 AM #2

If this is just part of it I look forward to hearing your concepts fleshed out further in a Dev Journal sometime.


9/23/2015 9:57:44 AM #3

Is it possible that if the population of some mobs increase too much they will wander in search of another place where to put their new nest? And if the mobs are intellingent type (ogres or goblins) they will be able to assault caravans and/or villages to gather some food (maybe human flesh)? There will be some kind of public event in these cases? That aim to get as many PG as possible to drive away the mobs?


9/23/2015 2:53:54 PM #4

What about the other side of the coin?
What if the PCs put so much time in hunting and killing mobs that all the really scary monsters never develop into supper mobs?

Sounds like that world would be boring to players who want to slay monsters. Hopefully there's a system for nature to "react" to, not imbalances, but depletions like this.


9/23/2015 3:45:26 PM #5

How strong will the AI be in this game too? In ESO you can't even hurt the guards even with a mob of players will it be unbalanced like that as well in the cities.


9/23/2015 5:50:46 PM #6

Some servers could be like that if the characters hunt the mythic beasts down and slay them, or the soulbound engine could always make sure one, somewhere is born.