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More intelligent monster movement

Posted: Fri Jul 26, 2013 1:44 pm
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?

Re: More intelligent monster movement

Posted: Fri Jul 26, 2013 3:38 pm
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:

Re: More intelligent monster movement

Posted: Fri Jul 26, 2013 6:20 pm
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.


Re: More intelligent monster movement

Posted: Fri Jul 26, 2013 10:57 pm
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....

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 3:22 am
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

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 3:33 am
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.

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 4:03 am
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.

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 12:54 pm
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...

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 2:18 pm
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.

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 4:07 pm
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.