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AI Tactical Monsters

 
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Archosseus
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Joined: 03 Dec 2004
Posts: 189
Location: Rotterdam, NL

PostPosted: Mon Apr 25, 2005 5:34 pm    Post subject: AI Tactical Monsters Reply with quote

Originally I think this belongs in the CMD Monster AI but since only moderators can post in the archive I'm not getting anywhere.

I think that more tactical monsters would be great to have in DoD.
For example, a group of monsters are wandering about their camp. Make it darklings for now. The monsters are different from each other, one is a shaman, the other is a ranger, the other is a warrior etc.
When engaging in combat with them, the leader of the group (I suppose the shaman in this one) gives out a warcry to alert the others an enemy is approaching. When the shaman did that, the monsters are going to take positions, the close combat darkling goes up front, the ranged combat darkling goes behind him and the magic combat darkling goes behind both of them. I'm not saying they are going to stand in a straight line but they all keep a different distance from combat. This gives the group of monsters more of a teamwork kind of look and would be a logical strategy for them to use. I illustrated this idea in 2 simple (terrible at PC drawing) pictures.

Normally


When An Enemy Approaches


Green = Camp territory
Sky blue = Spellcaster
Blue = Ranged Combat Monster
Red = Close Combat Monster
Gold = Opponent


The opponent approaches the group and so they quikly protect the leader (shaman in this case) or the weakest by getting the tank (red) up front in a hope to give the other ranged monsters the opportunity to fire away. The most take positions before the player enters their territory, so they most likely need a far sight.




Not every group of monsters should actually have this, only the group with different specialists in it. There would be no benefit if some common wolves to do something similar to this. I think these monsters are more for the party playing players, so they get more competition back. It gives the monsters a bit more life.
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Gullegris
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Joined: 17 Apr 2005
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PostPosted: Mon Apr 25, 2005 7:10 pm    Post subject: I Agree... Reply with quote

I think that sounds like a good idea. The enemy AI is a really importent part of the gaming experience. I have tried a lot of MMORPG's the last time and a game can look really good and have 100 000 of items and skills but if every enemy in the game is braindead it's booring anyway. Knight online is a game that you can put in this category.

Another really important thing in MMORPG's for me is a large world, so you can get the feeling that you are going where no one else has gone before. This feeling I got when playing Akarra but totally lacked in Knight online.

There should also not be hordes of enemys directly outside the starting town, like in Knight online. When you get a quest you want it to be challenging and when you completed it it should feel like you really earned your skill, money... I especially liked the wizard maze in akarra. It was just the patient player who could be wizard, the more common fool became fighter. Razz
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HHero
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PostPosted: Tue Apr 26, 2005 2:11 am    Post subject: Reply with quote

yeah i like that idea that way u will have to build a fellowship !!!
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Kalorian
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Joined: 01 Dec 2004
Posts: 300
Location: Uiejonbou, South Korea

PostPosted: Wed May 04, 2005 2:39 pm    Post subject: Reply with quote

Very good post. We discussed this at one of the Community Discussions about monster AI and emotions etc.. as well as player emotions.

I am all for monsters like this as the gameplay would make for a lot interesting play.
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Enquillion
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PostPosted: Thu May 05, 2005 4:46 pm    Post subject: Reply with quote

It would need to feature something that would for example make the warrior slow/stun people trying to run past him. If monsters were smart they'd always go for the healers in Akarra, but they weren't and settled for what was within range and hitting them.

Also I can see one party member walking close, making the monsters line up like this, to have the rest of the party hit them in the back, but I guess it's ok, they had to make the effort here instead of using the monsters' original positioning.
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Archosseus
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PostPosted: Fri May 06, 2005 9:04 am    Post subject: Reply with quote

Enquillion wrote:
It would need to feature something that would for example make the warrior slow/stun people trying to run past him. If monsters were smart they'd always go for the healers in Akarra, but they weren't and settled for what was within range and hitting them.
True. There has to be some skill the warrior can use to avoid the player reaching the leader. If it has a shield it could bash the player with a stunning effect. There are other ways too like a called leg hit. The monster hits the player in the leg (or at least against it) with an effect reducing the movement speed. Things like this.

Enquillion wrote:
Also I can see one party member walking close, making the monsters line up like this, to have the rest of the party hit them in the back, but I guess it's ok, they had to make the effort here instead of using the monsters' original positioning.

That's true. There could be ways to avoid such things I think though. Each group of monster types has a different lineup most likely.

Say if the group of monsters indicates players from different sides, like North and West then the lineup will be different. It's even possible to protect every side if there are enough warriors present. Make them slow the players, granting them the time to form a circle around the leader. These kind of strategies, more complicated ones, should only be present in the more intelligent groups of monsters in my opinion though.
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Dormeydo
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PostPosted: Sat May 07, 2005 1:43 am    Post subject: Reply with quote

Nice post!
I guess this only occurs when approaching smart monsters(but i guess it's only the smarter monsters who have ranking systems like this). But different monsters have to react in different ways when approaching them. Every monster will get it's own charm this way, and player's can decide what type of monster they want to fight
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