binibren_sl
shitlord
- 3
- 0
I assume when you kill something, its dead.
Back a few years ago I was doing some research and testing on Entity-Systems (akaEntity Component Systems). This was summer 2011 right around the time Storybricks made their first press release. I read a lot about their implementation and as far as I could tell Storybricks was using a very similar approach. Extrapolating a bit from what I learned through research and reading about Storybricks I would guess a few things about EQN+Storybricks:Yep. They implied this at SOE Live. But confirmation is good.
1. NPC death will probably *not* reset its internal state. The short life of an NPC (few mins to a few days) is just not enough time/data to build up the internal state required by Storybricks to do the things they've talked about (e.g. determine that this is a guard-heavy area, that this area has many weak, gold-laden players, not to mention the more complex events they've alluded to).
2. Combat AI will not use Storybricks. "Storybricks" is about "stories" (hence the name) and long-lived events. An NPC can have desires (food, water, adventure) and fears (mobs, wilderness, populated areas). Combat AI is about rapid calculations not to mention there is an entire cottage industry that already caters to good combat AI.. in fact, it's so good these days that it really has to be tuned way, way down or human players are simply trounced.
These are just educated guess. Storybricks may well play a part in the combat AI (and honestly, I hope it does) but I find it unlikely. NPC memory.. bet on it persisting beyond death.