Trending Games | World of Warcraft | Black Desert Online | Tree of Savior | Final Fantasy XIV

    Facebook Twitter YouTube YouTube.Gaming
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:3,302,740 Users Online:0

Show Blog

Link to this blogs RSS feed


Behind this mysterious title I'm hiding some hard work that might be published someday ;) The purpose of this blog is to share thoughts with you who love/hate MMO.

Author: Deewe


Posted by Deewe Sunday April 5 2009 at 10:33AM
Login or Register to rate this blog post!

Sometimes you are a few feet from a mob ganking another and it doesn't even raise an eyebrow.

You might have been playing MMO for so long that you find this behaviour normal: you aren't in it's aggro range or it isn't a social creature.

Too often challenging mobs does not mean smart ones, but high or even insane health and resists. Add timed actions and windows of opportunities and voila.

Also have you never been frustrated not able to heal NPCs or creatures? Doesn't it breaks your immersion?

We all know this is due to the fact most of the MMO game play is kiting walking exp/loot bags.



==> Don't you think you deserves a bit more than that?



Would you spot an armed specie or a dangerous looking creature, in an unsafe place, wouldn't you either shoot or run instead of waiting to what will happen next?

In the FPS, you have a gun, they do and well when they see you they shoot first ask questions after. I agree sometimes they even see you way before you are able physically to spot them.



I think it's time to improve MMO game play in terms of AI.


- I'd replace the aggro zone with sight/smell/sense view. As soon as a mob/creatures spot you it reacts either:

  • fleeing
  • chasing you
  • calling for help
  • keeping a safe range from you
  • ...

Mobs could even lure you into a ambush.



- A second change needed is the detection system.

Hiding in plain sight in front of a mob without magical or electronic devices is just plain stupid. Same thing for animals not even able to smell you 2 feet away.


- Another change would come with the level ranges.


Levels are supposed to represent the combat expertise of characters and mobs. Too often it makes the high level untouchable.

For example even the most experienced and armed warrior will have no chances of survival against a few peons ready to die against him.




I agree this system could make venturing alone really dangerous. But it could also improve socialization and knowledge of the game.

Wile wandering you would learn what which to avoid, safe routes to take, tricks to lure creatures.






ghstwolf writes:

I think I'll play DEVil's advocate here.  Good AI would take much longer to develop, take more server resources, and make no mistake would greatly limit the audience.  Now the first 2 points are largely accepted, so I'll focus on the last point since it runs counter to commonly held beliefs.

Good AI would bring a host of new problems.  In your typical class/lvl game a certain amount of predictability is required, especially for raid bosses.  This would make "need to win" encounters virtually impossible or too easy.  It would be far more about luck, as Boss X might very well not be beatable under factors in and out of the parties control.  Imagine the AI deciding that magic was a greater threat, ignoring threat generated physically almost altogether.  (Not a great example, but pretty good as a generalized example)

Another problem is advancement.  Why do creatures grow so unbelievably strong? Because we need to see bigger damage numbers while still maintaining a challenge.  This poses a major problem when coupled to improved AIs.  Balancing progressively tougher AI in a game were the numbers (damage, defense, stats)keep growing is a major undertaking.  This leads to smaller increases in the coveted stats, with an increased demand on players themselves improving.  This will strip a certain segment of players from their "earned" advancement, while at the same time offer smaller character advancement.

Sun Apr 05 2009 2:28PM Report
fansede writes:

 All I am for is making the event of combat fun.  Pelleting down a mega monsters million hit points while a tank has its attention is boring. The reason people put up with it because the rewards are rare at the end of the event. Many games as early as Everquest has the concept of "runners" and those mobs that call for assistance, but it is accepted methods to challenge players.

How about a monster tosses you upwards through the ceiling of a lair, a caster which animates your weapons so you fight them, a monster large enough that has to be climbed by players to find the sweet spot all the while trying to survive monster trying to thrash him/ her off or maybe the mob has its own personal defenses, etc.

Mon Apr 06 2009 8:24AM Report
fansede writes:

 What about a monster which takes your battle across the zone, using the environment to thwart your efforts and causing mayhem in the process?

Mon Apr 06 2009 8:26AM Report
Teala writes:

Dewee makes some excellent points and there is no reason MOB AI's cannot be enhanced to create more immersive game play.   I always found it odd that MOBs acted so stupid in many of the games I played and I wish they acted more alive and at least like they had some bit of intelligence.   I think the reason we do not see it in games is due to lazy programming.    Plain and simple. 

Wed Jun 23 2010 7:55PM Report writes:
Login or Register to post a comment

Special Offers