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BatMUD Forums > Ideas-wanted > Re: outworld mobs

 
 
#1
26 Apr 2007 08:55
 
 
Also, I find that outworld mobs are a bit limited right now...as I see it,
there are the following problems that we might have the CPU/memory/code
horsepower to fix these days:
1) Outworld mobs seem to only load after a room is loaded sometime during the
boot. This means that when looking for outworld mobs in an unpopulated part of
the world, you need to run around a bunch just to load the rooms first.
2) Once a room gets a mob, it seems that until boot, that room will always
repop another mob of similar size. This means that if your pcity has an aggro
chimera right at the entrance, it doesnt make sense to try to kill it because
another one will just repop 30 mins later...why not make the is-there-a-mob-her
e code a bit more dynamic?

And one more wish-list item: it would be awesome if outworld mobs could be
somewhat stateful...if a chimera survives through boot, it will be there the
next day. And at boot, if a mob loads, there is a very small chance that
another similar one will load nearby; this chance would get smaller the more
of them are around (and would get to 0 well before the area is simply a grid
of giant chimeras). Several of the mobs have different attributes such as
baby, elder, ancient, etc...maybe they could have some small chance of aging
each boot as well and new ones start as baby. When tuned properly, the more
crowded civilized lands would have extremely rare sightings of big aggro mobs,
but the more rural areas might be a haven for those large mythical beasts. It
could put some strategy towards people hunting outworld mobs, etc.

 
Rating:
16
Votes:
17
 
 
Ooga
N e w b i e  H e l p e r
2y, 285d, 14h, 20m, 52s old
Level:
82
 
 
#2
27 Apr 2007 02:16
 
 
Ooga wrote:
Also, I find that outworld mobs are a bit limited right now...as I see it,
there are the following problems that we might have the CPU/memory/code
horsepower to fix these days:
1) Outworld mobs seem to only load after a room is loaded sometime during the
boot. This means that when looking for outworld mobs in an unpopulated part of
the world, you need to run around a bunch just to load the rooms first.
2) Once a room gets a mob, it seems that until boot, that room will always
repop another mob of similar size. This means that if your pcity has an aggro
chimera right at the entrance, it doesnt make sense to try to kill it because
another one will just repop 30 mins later...why not make the is-there-a-mob-her
e code a bit more dynamic?

And one more wish-list item: it would be awesome if outworld mobs could be
somewhat stateful...if a chimera survives through boot, it will be there the
next day. And at boot, if a mob loads, there is a very small chance that
another similar one will load nearby; this chance would get smaller the more
of them are around (and would get to 0 well before the area is simply a grid
of giant chimeras). Several of the mobs have different attributes such as
baby, elder, ancient, etc...maybe they could have some small chance of aging
each boot as well and new ones start as baby. When tuned properly, the more
crowded civilized lands would have extremely rare sightings of big aggro mobs,
but the more rural areas might be a haven for those large mythical beasts. It
could put some strategy towards people hunting outworld mobs, etc.
Fixing items 1 and 2 would really be great.

I'll add 3) having outerworld mobs wander would be nice.
and 4) wandering groups of humanoids would be cool, e.g. orcs at night,
kobolds, etc.

 
Rating:
2
Votes:
5
 
 
Beliar
67d, 7h, 49m, 32s old
Level:
75