davidb
Senior Member
Posts: 300
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Post by davidb on Oct 16, 2008 5:30:32 GMT -5
For outdoor areas, I think most monsters like orcs, goblins, etc. would usually not wander aimlessly alone, once they meet by chance, they should tend to group, following a "leader", until they reach a certain "patrol size".
This would increase the challenge a lot, and bring more realism... goblinoids very rarely would charge into one-on-one battle.
The question is, how would you code it? Has anyone already done this? I couldn't find anything.
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Post by otomotetsuo on Oct 16, 2008 9:05:37 GMT -5
Take a look at the spawns in the Hilltop Ruins, davidb.
We're on it.
-OT
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Post by DM Cephas on Oct 16, 2008 10:59:20 GMT -5
another recommendation: Have a random spawn of a really powerful monster every real game hour or something. This keeps interesting in addition to adding spice to "farmers" in any one particular area.
any I still give the recommendation of more spellcaster mobs. Skeletons with necromancers, ogres with ogre mages, etc.
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Post by eldur(retired) on Oct 16, 2008 11:02:47 GMT -5
another recommendation: Have a random spawn of a really powerful monster every real game hour or something. This keeps interesting in addition to adding spice to "farmers" in any one particular area. any I still give the recommendation of more spellcaster mobs. Skeletons with necromancers, ogres with ogre mages, etc. That reminds me of the days in Everquest. There was a fairly low level area that had higher level Griffons flying through. You had to keep an eye on the skies or get eaten.
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Post by broham2 on Oct 16, 2008 14:19:07 GMT -5
One more recommendation/request.. and I dont know if this is possible..
Have some of the more intelligent monsters (lizardmen/gnolls/goblins, etc) randomly spawn with armor of different types, or different weapons.
It would breathe a little more life into the spawns, and again add a little more difficulty.
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Post by otomotetsuo on Oct 16, 2008 18:32:24 GMT -5
@random spawn of a really powerful monster +@more spellcaster mobs In the works.
-OT
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Post by guildmaster on Oct 17, 2008 0:41:10 GMT -5
@random spawn of a really powerful monster +@more spellcaster mobs In the works. -OT you guys are awesome
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davidb
Senior Member
Posts: 300
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Post by davidb on Oct 17, 2008 2:39:22 GMT -5
That reminds me of the days in Everquest. There was a fairly low level area that had higher level Griffons flying through. You had to keep an eye on the skies or get eaten. You didn't see Equestrielle in Lesser Faydark?
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tlantl
Active Member
Posts: 198
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Post by tlantl on Oct 20, 2008 17:23:54 GMT -5
Take a look at the spawns in the Hilltop Ruins, davidb. We're on it. -OT I was just in there today. I was using an upper level character. The group size and the arrival of reinforcements during one fight made me feel fortunate I wasn't a low level trying to hack my way out of there. Or worse, run out of there. I liked it a lot.
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davidb
Senior Member
Posts: 300
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Post by davidb on Oct 21, 2008 19:48:54 GMT -5
Maybe it's just chance, but I seem to find more grouped monsters now. I met 4 ogres together, and 3 minos at zone in too. If it's intentional, I like it.
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Post by DEV Akavit on Oct 26, 2008 0:17:47 GMT -5
@random spawn of a really powerful monster +@more spellcaster mobs In the works. -OT Does this explain the treant that attacked Flail in the minotaur area? It spawned out of nowhere and there wasn't a DM logged in. I've made several trips into the kobold ruins. The first one was with a lone Sheritomo. She skipped out fast when one kobold quickly turned into two or three. She came back shortly later with Harfur and they had quite an epic night of battling ambushes around every other corner. Gandy went in and fared well enough but a dozen kobolds eventually forced him out. Flail ran into the same hoards but of course he dealt with them handily and only sustained 3 points of damage over the course of three hours. Great fun. I can't wait until the rest of the areas are the same.
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Post by DM Cephas on Oct 26, 2008 10:37:13 GMT -5
I'm loving the changes I was in Lion's Way with a group and all of a sudden Hill Giants showed up. I RP'ed it as a Hill Giant raiding party from Nashkul and we had to focus our attention on it (as opposed to not batting an eye when an ogre comes). The grouping of monsters makes them a lot harder too. With a number minotaurs wailing at you at once, critical hits are bound to happen. And anyone ever hit by one knows that it's not something you easily ignore. KUDOS to you guys!
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Post by Iceshard on Oct 26, 2008 15:04:58 GMT -5
Personal Warning: Going AFK behind a haunted dangerous mansion may not be the best Idea for you lol. If they really made spawns, or increased some of the AI via scripts, rest and AFK only in towns.. -Ice
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Post by DEV Akavit on Oct 26, 2008 17:42:08 GMT -5
Flail can AFK almost anywhere thanks to the 24 hour invisibility spell. hehe
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Post by DM bolverkin on Nov 6, 2008 12:29:05 GMT -5
rest and AFK only in towns.. -Ice Talking about resting, with the underdark comming and probably more drow chars running around, perhaps it is possible to set up the rest script so that drow can only rest in dark places. For example drow can rest in caves and dungeons when other races cannot (since they would be reluctant to go into the open for the most part, and are used to rest in those types of situations) They would definately hold an advantage over non drow (or deepgnomen. duegar) races in that aspect, but would be in a pickle if they did a raid without exploring the resting/safe spots. Just a suggestion.
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