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More intelligent monster movement

Unstructured ideas, requests and suggestions for the development of the game.
Tomcat
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More intelligent monster movement

Post by Tomcat »

I think this is an interesting topic to brainstorm about, and I envision it not being just a extension of the previous speculations about 0.7.0 movement rules, so I thought I'd open a new topic on it. I'll kick it off with a few ideas:

-monsters that try to flee from you
-monsters that flee when their hp drop too low
-monsters that use hit-and-run on you

Of course, in all three cases, as in the new aggressive movement in combat, the monster movement is limited by their spawn areas, so you might still be able to corner them and make them fight you toe to toe.

Comments? Further ideas?
Norbert
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Sarumar
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Re: More intelligent monster movement

Post by Sarumar »

+1 Nice suggestion and ideas here. I love to meet some hit and run (and use major healing potions perhaps call some frebd too to help) monsters :twisted:
Last edited by Sarumar on Fri Jul 26, 2013 6:29 pm, edited 1 time in total.
Sarumar
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Antison
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Re: More intelligent monster movement

Post by Antison »

+1
I agree with both of you. This would be a tremendous addition to the game. Realism at its finest. I can't defeat you so I will run away. Or, damn I've sustained a lot of damage, let me take a healing item.

"A home without a beagle is just a house"
Tomcat
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Re: More intelligent monster movement

Post by Tomcat »

Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
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Pyrizzle
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Re: More intelligent monster movement

Post by Pyrizzle »

Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
+1 for all the suggested ideas so far

~ Move away
~ Move away after Hp gets below XX%
~ Use Potions after HP gets below XX%
~ Try to hit and run on you
---------------------------------------------------------------------------------------

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PK17
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Re: More intelligent monster movement

Post by PK17 »

Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
I agree, that is an excellent idea.... I imagine some creatures that each hold one "unique" potion, but they always use it on the first round. That way you can only receive the potion if you initiate the fight, and kill it on the first round.
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
Pyrizzle
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Re: More intelligent monster movement

Post by Pyrizzle »

PK17 wrote:
Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
I agree, that is an excellent idea.... I imagine some creatures that each hold one "unique" potion, but they always use it on the first round. That way you can only receive the potion if you initiate the fight, and kill it on the first round.
The only problem with that is that is a way for overpowered players to become more overpowered by giving them the ability to obtain unique new potions. Unless maybe a good chunk of them had some sort of a NASTY side effect.
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IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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Thystonius
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Re: More intelligent monster movement

Post by Thystonius »

Pyrizzle wrote:
PK17 wrote:
Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
I agree, that is an excellent idea.... I imagine some creatures that each hold one "unique" potion, but they always use it on the first round. That way you can only receive the potion if you initiate the fight, and kill it on the first round.
The only problem with that is that is a way for overpowered players to become more overpowered by giving them the ability to obtain unique new potions. Unless maybe a good chunk of them had some sort of a NASTY side effect.
I would use this feature for quests, that you need to kill certain monsters quick enough (so they are not able to quaff this potion) to obtain some special potion required for progressing, but not for getting even more powerful. At level 68 I barely needed to use potions in the green maze, used only 32 regular ones of the 1850+ I got from trying to get a RoLS...
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
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Tomcat
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Re: More intelligent monster movement

Post by Tomcat »

Pyrizzle wrote:
PK17 wrote:
Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
I agree, that is an excellent idea.... I imagine some creatures that each hold one "unique" potion, but they always use it on the first round. That way you can only receive the potion if you initiate the fight, and kill it on the first round.
The only problem with that is that is a way for overpowered players to become more overpowered by giving them the ability to obtain unique new potions. Unless maybe a good chunk of them had some sort of a NASTY side effect.
First round use is a bit fast. I was thinking the monster has to ”feel in trouble” to use it, but a big crit hit could surprise it before realized you were that dangerous. And if that hit doesn't kill it, perhaps it will try to flee instead of using the potion.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
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PK17
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Re: More intelligent monster movement

Post by PK17 »

Pyrizzle wrote:
PK17 wrote:
Tomcat wrote:Also agree on the monster potions. If you manage to kill them so quickly (e.g. a big crit hit), they drop the potion, otherwise you just get an empty vial....
I agree, that is an excellent idea.... I imagine some creatures that each hold one "unique" potion, but they always use it on the first round. That way you can only receive the potion if you initiate the fight, and kill it on the first round.
The only problem with that is that is a way for overpowered players to become more overpowered by giving them the ability to obtain unique new potions. Unless maybe a good chunk of them had some sort of a NASTY side effect.
I never meant for the "unique" potion to be overpowered, just that it was the only way to obtain that specific item.
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
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