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Ukerric

Bearded Ape
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There was a post before from someone about UO. They had a nifty AI system or something but they had to scrap it because players would just camp a stage forever, never letting it expand.
That's not AI-type stuff, that's ecology. We had numerous talks with UO devs at Nevrax back when Ryzom was started about it. And the end was that it was a "Turing error" (it was Alan Turing who said something like "when I design a submarine, I don't look at fish biology", and yes, it was his analogy for computer stuff): to make a dynamic world, simulating an ecology isn't the correct answer. The ecology behaved exactly as would an ecology react when you introduce an invasive species of fast reproducing apex predators (the players): it collapsed.

If you want a dynamic world, you can use a fields system (that's a physics term: a "field" is an abstraction where you have a value at each point in the world). Take the dynamic orcs the devs have placed as an example.

Ok, first, your world has a population of 10,000 orcs. Not one more, not one less. An orc gets killed, 22mn later, it respawns. No more and no less. But it doesn't respawn at its "spawn point", because there's no such thing as a spawn point. That's where the fields come in.

Ok, your orc likes forests and camping roads to ambush travelers. So, you have a "Forested" field, whose value is equal to all the trees in the current square (you use a square mesh, to keep memory and calculations reasonable) plus all 8 adjacent squares. You also have a "Road" field, with max value on squares where there's a road, and a decreased value in adjacent squares, say 1/2, and a 1/4 on squares once removed, and so on. Those fields are static once the world is generated and change only if the world is altered by a Rallying Cry (or maybe a guild installs itself, build a road to the adjacent city and plants some trees?).

Your orc hates guards, so it has a field "Guarded", which is equal to the number of guards nearby. That's a dynamic field, since guards move, get killed, respawn, etc.

Your orc wants to rob travellers, so there's a field "Travels", which increases every time an humanoid NPC goes thru the square, and slowly decays.

Orcs hate get hunted, so there's another decaying field, "Orc kills", which increases every time you kill an orc nearby, and decays a bit more slowly than the travel one.

Finally, orcs have various degrees of gregarity. Orc Pawns, Scouts and Centurions have no problem being on their own, but an Orc Shaman would like to have at least one friend orc around, while the Orc Legionnaires needs 4-5 orcs to boss, and Emperor Crush never goes without 15 orcs retinue. So there's an "Orc presence" field.

You also add "Orcish Camps" whose presence orcs like (Orc camps put a bigger value than Orc outposts, and the Orc Army Camp that spawns during a Rallying Cry an ever bigger presence).

So, now, you have an Orc Legionnaire that was killed 22mn ago, and who respawns. What happens is that all those fields get combined to make a global field "orc legionnaire respawn", which combines the attractiveness of the area, the risks (guards and kills), the spoils (roads and travellers), the current orcish presence, plus a small random factor, and it gives the Orc Legionnaire a best location to spawn in. Pof, that's where the orc spawns (another Legionnaire spawning 1mn later might spawn close by - but it has a slightly different random perturb, plus things have changed, travellers moved, guards moves, so it could spawn somewhere else).

And you get real stuff. If you have adventurers going around and slaughtering orcs, the orcs are going to leave. Unless there's a lot of merchants travelling the road nearby, in which case the orcs are going to stay a bit longer.

That's a very simple process, it is resilient to player wanton destruction (all it makes is the orcs moving somewhere else), it has an hysteresis built in (once enough orcs have been displaced, the orc camp despawns because its own attractiveness has gone down enough, and without the camp, the orcs leave en masse). It reacts well to changing conditions (the evil minded guild plant copses of wood and create a road that NPC merchants will travel - poof, more orcs incursions around. Divert a stream, chases some guards from the farms close by, and an orc camp will surely get established soon).

And then, of course, there's the combat AI, which is entirely different.
 
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Quaid

Trump's Staff
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I just really hope I have the option to drop a year of sub money and buy all the classes. Really not interested in jumping through their bullshit hoops to load out my character how I want it loaded out. Marvel Heroes recently did this for $200 I think, and while I wasn't interested in dropping that kind of scratch on THAT abortion of a game, I'd certainly do it for this one.
 

Ukerric

Bearded Ape
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Just have a system where like they said, mobs act the way they would actually act. Every action has a value and the boss responds to those values on the fly.
It's a bit simplistic. The "aggro" is a good basic model, it dictates your target. What you need, rather than the base model of increasing aggo with modifiers is a per-ability aggro list with highly dynamic values.

There's a general "threat" value, which is, for example, equal to the current DPS (not damage done, DPS) over the last 15s, from the each player, plus a potential threat which is equal to the theoretical DPS the character class could do. Then this base value is used as one of the input of the "per-abilty" aggro. Say, the mob is a kind of melee, and has 5 abilities: its basic attack, a leap, a bleed dot, a cripple snare and an aoe sword sweep.

The aggro for basic attack is a combination of general threat, plus proximity, plus current health (if someone has low health, enough that you can kill it in one or two swings, it makes sense to deal with him first). The leap is a slightly different combo of general threat and current health (with proximity useless), PLUS the aggro of all the other three abilities. The dot is a again a combo of threat, health and the presence of the dot (and he's going to apply the dot only if the target is in range and one of the top 2 or 3 of his threat - otherwise he keeps the dot in reserve). The sweep is the combination of the aggro/health of not just the guy considered, plus 80% of everyone in range around him. The snare uses how much the player moves around and what escape abilities its class has (I'm assuming the AI doesn't want to cheat and looks at which movement ability you actually have slotted).

Each ability generates a different ability aggro, and that means the mob is going to use different abilities against different targets, and switch targets fast (here, the mob may suddendly leap on the wizard who's running around and blasting, bleed and snare it, and might keep smacking on it, or use the fact that the guy was passing just next to another guy to chain with a sword sweep). And yes, casters become deadly because they pick targets of opportunity fast.
 

Pyros

<Silver Donator>
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I just really hope I have the option to drop a year of sub money and buy all the classes. Really not interested in jumping through their bullshit hoops to load out my character how I want it loaded out. Marvel Heroes recently did this for $200 I think, and while I wasn't interested in dropping that kind of scratch on THAT abortion of a game, I'd certainly do it for this one.
I really hope classes aren't what they're going to monetize. Especially if classes acquisition is done via quests or other similar stuff, and not "kill 200 shadowknight NPCs to unlock the shadowknight class" kind of shit. In general I don't like the "unlock shit by spending x time or by spending money to do it instantly" in F2P games, and that's especially true for core gameplay elements such as classes or skills.
 

xzi

Mouthbreather
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I don't mind pay for race/server changes. But unlocking classes with money is pretty iffy. That's just my opinion though, I'm probably going to sub anyways if I can so I guess I don't care entirely too much.
 

Quaid

Trump's Staff
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Don't most f2p MMOs allow you to unlock classes with money? Why would EQN be any different?
 

Daelos

Guarding the guardians
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Finally made it to the last page of this thread. Should create subforums for EQ:N already - this thread is already sitting at more posts than the rest of the MMORPG subforum on its own.

Not that anyone cares, but I will add some impressions. Mostly I agree with Droigan's post 5 pages back.

Also: I loved being a cleric. I wanted to push my hands through the screen and strangle that guy who said healers/back-up "were not involved". Mana micro-management was just a minor aspect.
-- Being a good cleric required me to know my spells intimately, know all the classes in my group, know all the players.
-- Did the wizard have 2k HP, or 4k?
-- How much damage did the MT mitigate, how much did he avoid.
-- Combined with knowledge of the mobs in a certain place: Did they do spiky damage, or steady and even?
-- Do I drop a CH, or shoot off a quciker heal.
-- In-my-head-calculations about how much HP per mana each heal would do, in the context of a quick risk assessment.
-- Do I let the rogue die, or should the chanter bite the dust?
-- In raids: Watching the other clerics take aggro and drop to 5% HP and throw up DA/DB, and start the internal 8-second timer in my head, counting down to when the shield drops - and at 3 seconds before expiry, throw a heal to catch him from drawing aggro back and wiping the raid?
-- Knowing zones - knowing how much mana to keep in reserve for each successive area.

Knowing that a reputation for keeping my group alive through the most nail-biting encounters was essential to progression, because I couldn't solo.

(And you know what - groups did not kick me out because I never added my 2DPS by hitting stuff with my mace. It's fucking not why I was there.)


If I can build a dedicated-healer that requires the same kind of skill, I will be happy. If not, I will not play it.
 

Quaid

Trump's Staff
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Finally made it to the last page of this thread. Should create subforums for EQ:N already - this thread is already sitting at more posts than the rest of the MMORPG subforum on its own.

Not that anyone cares, but I will add some impressions.
Uhhh this community has been in active EQ/MMO discussion for going on 15 years. I think it's safe to say we all 'care' :p
 

Droigan

Trakanon Raider
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Don't most f2p MMOs allow you to unlock classes with money? Why would EQN be any different?
Why would you want to do that when that appears to be the point of the game? I understand what you are saying, but in a game that might not feature PvP, if it is a PvE game, then exploration would be the one of the progress mechanics and reason for exploration. I see this game being fun until you have gotten everything. Once you have all the classes, why should you set out to explore in a game that has no levels? It would make sense in a normal mmo, but this seems where EQ:N is departing from the norm.

It is also why I think this game will not feature the buying of classes. Especially if Smed is to be held true to that tweet a while back where the guy asked if there would be factions in the game, and smed replied that he would LOVE EQ:N. Should not be able to bypass the different requirements a Shadow Knight and Paladin would have to gain the spesific classes by just paying for it. And if the game does have a LoL type of PvP that Tad innitialy mentioned, then paying for classes would also seem like pay to win as you could build up your desired class immediately. It would also go against their desire of people not finding out everything. Unless the developers feel that not discovering one of the daily generated dungeons under ground would equal "oh we has sekritz in our game!" and that is enough. I am rather hoping that classes are rare, some close to epic quests and much harder to aquire than others. Cleric would be easily obtainable, but if you saw someone marked as a white mage (final fantsy name I know) then you would go o_O due to that being a known very hard class to get.
Rewards upon completing bosses, suddenly a npc is freed from down in a raid that gives the entire raid access to a class. So many places where classes could be used as rewards would instantly be removed if you could just buy them.

But, then again. They have certainly proved that they are making this game for profit over all else, so you will probably get your wish. But no offence, I hope you do not
smile.png
 

Quaid

Trump's Staff
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Ugh collecting classes would be like the least important thing for me in EQnext. It would be just as much of a chore as grinding levels.

I wanna explore every inch of Norrath. I want to collect my ideal set(s) of gear. I wanna kill the biggest baddies and build a sweet house.

I want to do all these things, and I want to do it with a character that has more than 4 fucking abilities. If im out exploring and I stumble across a class acquisition, so be it, but I'd rather just have all of them at the beginning and just play the game how I see fit.

Isn't that the whole point?
 

Droigan

Trakanon Raider
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Again, I agree with you, but if they do not have a death penalty, then exploration quickly becomes boring (to me at least). At first I had fun in WoW filling out the maps, but being able to just autorun to the missing spots on the map, with little danger of dying unless the zone was much higher level, it got boring. Why do it? I still explored higher level areas too, as dying ment nothing until you had gear that increased repair costs, at which point you also had more money.

In a game with no gear loot, only ability loot, no levels, tons of classes and a proceduraly generated world, I just think that the activity of having to aquire classes IS the leveling mechanic. What you are asking for is the "let me buy the max level because at end game is where the content is". If "end game is where the content is", then in my mind, they would have failed in nearly everything that they said they are trying to make.

But, again. I think it will boil down to a monetary question for them. How many are willing to buy the initial cost of classes, how much will that make them, compared to said people probably not playing as long due to experiencing everything and having everything gets boring quick with few other mechanics of actual progression. If they have LOTS of things in the in game store, that people buy things from regularly, they will be interested in longevity. If not, then they will try to get as much money from people as quick as they can, and open up everything for purchase. From classes to their special weapons. Imo the latter being the horrible type of F2P game.
 

Siddar

Bronze Baronet of the Realm
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Just watched videos of panel explaining EQN lore.

Well I thought they handled keeping EQ and EQ2 lore consistent very badly but they have really gone out of there way to simply negate all previous EQ-EQ2 lore in EQN.

Remember all those Warcraft games before WoW and how there story lines all led into WoW and how that lore built a following for WoW even before it was launched.

SoE doesn't believe in doing things like that.

Nothing from prior EQ lore is of any value in EQN except the names because the entire story has been changed.

SoE is completly botching the management of EQ IP simply because its to hard for them to keep track of there own prior lore.
 

Caeden

Golden Baronet of the Realm
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To be fair, I would be willing to make a small bet that the redone Titan ends up as WoW: Reloaded but will most likely use some loretastic Titan or Bronze Dragonflight plot to split timelines in the past.
 

Lleauaric

Sparkletot Monger
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F2p works really well in PS2 which seems to be the model.

It's easy enough to tell. Just log on and go to some huge battle with 300+ people fighting (happens every single day on Mattherson and Waterson, the 2 servers I play on.. About 75% have camos or cosmetic items, or get new weapons the day they come out. At 5-10 bucks a pop.... Yeah.. F2P is the way of the future.
 

Siddar

Bronze Baronet of the Realm
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To be fair, I would be willing to make a small bet that the redone Titan ends up as WoW: Reloaded but will most likely use some loretastic Titan or Bronze Dragonflight plot to split timelines in the past.
I think they maybe going to a needless extreme here like potentially removing all Gods but nameless from EQ lore.
 

Ravishing

Uninspiring Title
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PVP:

I mentioned EVE-style PvP 8 pages back:http://www.rerolled.org/showthread.p...l=1#post311313

After thinking on it some more, I expect if any MMO is going to have EVE-style PVP, this is the game that actually can and will do it - if they are smart enough. It seems like the procedurally generated world is practically intended for them to do this. There isn't much of a reason to add procedural content unless you use it to the fullest, so I have to believe the next bomb that gets dropped will be an EVE-like PVP system.

As we all know, EVE has massive territories which makes sense for a space MMO but doing the same in an overworld MMO seems near impossible. What seems likely is that the layers beneath the surface which are procedural will actually be PVP enabled. Think of all the "space" beneath the surface that could be generated. Deeper tiers = better resources. Everything they have mentioned is VERY similar to EVE except the fact they haven't mentioned the PVP part yet. Crafting seems like it will be EVE-like where basically you mine and craft almost everything in the game (barring the rare/nostalgic items from raid bosses and the like), making resource control very important. A procedural underworld allows unlimited space, maybe the deepest Tier will be similar to Null-sec in EVE.

If for some reason this isn't in for release it should be an easy addition through an expansion or downloadable content.


Also some thoughts on procedural content: Since it is an MMO, it seems like procedural content, once generated, would be unlikely to change unless there happened to be 0 players nearby. Obviously you can't regenerate the landscape with player-characters in the area as there would be a mess of problems that could occur - like getting stuck in geometry. They did mention reforming the areas by way of "Earthquakes" but in my mind that is just a way to explain why an area has changed, which doesn't mean it will happen often.

What we need to know is how the tech is setup. Are there instances, are there zones? Minecraft is a seemless world that uses "chunks". Because EQN is using voxels, there isn't going to be much of a need to load zones anymore since all geometry is made of the same blocks and not unique polygons anymore. All that needs to be loaded would be the textures which should also be easier since they all get mapped to voxels, there won't be unique UV maps or anything. It should be very easy to create an actual seemless world other then the fact if they need to for networking issues. Even if there are "zones" simply for networking purposes, the actual zones could be absolutely massive with this tech.

There is still a lot we don't know, but what I do know is that the voxel world just blows up everything we ever knew about MMOs. Even if Sony doesn't know how to use it to the fullest, I expect there will be someone that will (WOW2?)... and eventually I'm sure SOE will hack in every feature they can, just like they did with EQ.