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Message ID: 367
Date: Tue May 11 16:39:30 BST 1999
Author: Juan Custer
Subject: Re: Just a thought..


> -----Original Message-----
> From: Shadow Panther [mailto:shdwpanther@...]
> Sent: Tuesday, May 11, 1999 9:50 AM
> To: EQ_Necromancer@onelist.com
> Subject: Re: [EQ_Necromancer] Just a thought..
>
>
> From: "Shadow Panther" <shdwpanther@...>
>
>
> True, but I think I'll kind of go with your idea and say...not all
> player classes can keep track of the creatures, so why can all of the
> creatures keep track of the players? My Necro certainly
> doesn't know where
> that creature went, he just knows.. he smacked it with a
> spell and suddenly
> it ducked behind a wall. Is it coming around from behind? Or
> maybe it's
> rushing at him through the shadows.. certainly, if the
> creature took off
> running to the other side of the zone, I'd have to do some
> serious looking
> to find it.
>
> So, I think it'd be a good idea to only have certain
> creatures have the
> ability to track their opponent. Or like it was said, give
> them a certain
> time limit that they follow/track a player. It's just plain
> silly that the
> thing knows, from several miles away, that you just sat down
> and now you're
> an easy target..
>

That's the part. I DOESN'T KNOW that. It has a list of people it
has to kill and you are on it. Depending on that list you could be next or
it has to kill two other people first.

Its not a pretty picture, but there are too many problems with
gameplay to consider. People will find a way to cheat, and the best way to
prevent that is make sure that if you start a fight that it gets finished
one way or another.

Human players have a disadvantage of knowledge in a sense, but they
are also smarter. IMHO, I think training is a natural and exciting part of
the game. Sure its damn irritating and very unsettling, but sometimes its
actually quite exciting and fun. You eventually learn to stay away from
"train tracks" and to avoid people running around.

It would take a signficant amount of dev time to come up with a
better solution and it would definitely be a lot more processor heavy (think
about all the delays, aging factors, and whatnot that EVERY monster would
have to have in EVERY zone). Its not pretty really, which is why the closer
you get to reality the hard it is to implement. ;)

Malark on Karana, not really arguing anymore more than accepting the
inevitable.





> ~Mysk
>
> > I think you can keep track of a monster from across the zone, then
> > so can they. I don't see a problem with this since it helps avoid
> cheating.
> > Rangers can track any monster or player they want in a zone
> from anywhere
> > regardless of if they actually passed by there or not. If
> the monsters
> > didn't know where everything was it would lead to a lot of
> AI problems and
> > issues. AI just isn't that good yet in games. I think
> Verant has done an
> > alright job so far. There's obvious bugs, but at least
> monsters help each
> > other out, cast spells right, and do a myriad of other
> things. In just
> > about every other game the computer ALWAYS has a complete
> knowledge base
> of
> > the area to work with (like RTS games) but it just
> "pretends" it doesn't.
> > Those of you who played Red Alert saw this alot when your
> secret assault
> > force of tanks that were going to flank the base while the
> AI opponent
> > attacked yours was suddenly attacked BY the enemy force.
> > Again, if I had to choose between more realism and more gameplay, I
> > would always choose more gameplay. You want realism? Go play Close
> Combat
> > III.
> >
> > Malark on Karana
>
>
>
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