For example
Map spawn : map 1 spawn fixed number of monsters A B C D , those monster go wandering around the map
VS
Spot spawn : typical theme park MMORPG , 1 type of monster spawn at a spot , wandering around that spot , then run back when they travel too far away from their spot and get full heal back .
Personally , i prefer map spawn because there are many way to toy with the mob . Sadly , all modern WOW clone i know was using spot spawn .
Comments
- MOB "wants and goals", for example, leading them in search of a place to call home, joining up with like MOBs, seeking food and gold, etc.
- Mob building, nests to forts. Dungeon takeovers.
Once upon a time....
The real answer is better AI, @Amaranthar is correct. But we aren't quite there yet. It was the one thing I was pretty hyped about coming from EQ Next (StoryBrick et al).
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
"Think "ants"."
Ant colonies have guards, workers, and they go out and forage food. They leave some sort of scent for other ants to follow to a source of food.
Is it a stretch to think that Orcs might take over a cave as "home base"?
How about foraging/hunting for food?
Is it then a stretch for them to gather building supplies?
And then build a fortified wall around that cave entrance? Towers?
And in their foraging, if they get too close to a rich supply, say a human village, what happens then?
That's where the AI system I've talked about, based on random but weighted rolls for actions, come in. They may or may not attack the human village. If they are really hungry they are more likely to raid the village. If they are outnumbered and take a beating, driven back, they are less likely to try it again.
Meanwhile, the players may discover their base, and attack it to clear them away, or be defeated by defenses (built from foraging)...stalemate, for the time being.
That's a simulated world in the making.
Add GMs to the equation and things can get really interesting.
If you got them, Player's playing evil, such as Ancient_Exile's ideas, might work really well together with this too, if it can be designed without allowing rampant PKing.
That player Dragon, of huge and ancient power, might be watching from far overhead with interest in those tasty cattle.
Once upon a time....
Mobs that are stupidly scattered around the map just create stupid situations. Mobs should act a bit more intelligently, not a bit more stupider.
Make Mob tribes like Factions in RTS games basically.
Cool. I kinda wish they had a "Cool" or "Excellent" button. I don't call very many things "Awesome".
How much are you pleased by modern MMORPGs?
The big problem, the reason why it collapsed, was because the world was way too small.
EA's experts figured UO would only sell about 10,000 to 20,000 copies, lifetime. So they made their game world small. Big mistake!
It can work, you just need a large world so that the players don't simply overrun it.
I want "worlds", not games. I think there are loads of people who want worlds. Just like there are loads of people who want games. That's not an issue, quality is.
Once upon a time....
"Curve spawn"
Presumably, drawing a nurbs curve with control points is not mathematically taxing, if every curve is drawn for all players. Maybe a nurbs curve (or rather, several) could be a way to spawn stuff for every player in an area, so as to better synch stuff up, if more than one encounter happens.
Basically, as a dev, you draw a nurbs curve (open or closed) on your map (invisible to the player), and once the player comes close to a control point on the curve, the game roll an encounter from a table, and spawn the thing at some other control point of the curve, near or further away.
Then, you could as a dev, randomize the shape, length and rotate the control points, as if the spawn location moved along the curve, like in a circle as if moving.
I don't know how devs design it, to be honest.
Once upon a time....
There's nothing that highlights the idiocy of the conventional spot spawning system more clearly than playing an MMO where you have to kill a specific NPC as part of a quest and having several people standing around the exact spot where it will spawn on a timer. I saw that exact thing in the Alliance starter area near Stormwind of WOW Classic just last year. The idiocy compounded by individual mob tagging. There was a line of players about 60 deep waiting their turn to kill the bandit boss NPC and his 2 henchmen. Yeah the same WOW Classic people were raving about going back to the better days of MMOs. Lol.
Games have been getting away with this lazy shit for far too long instead of improving on what existed in say, UO, more than two decades ago.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
EQ had that same problem, and that was the way WoW "fixed" it. But I didn't pay any attention to WoW when it came out, so I don't know.
The concept of killing the exact same things at the exact same time in your player's "life", and getting the exact same loot, that never appealed to me.
Players are just puppets, character's in a script, in those games.
RP can mean different things, but RPing a script isn't my idea of it.
Once upon a time....
Phasing is a bit different than instancing. It's like a world within a world. It's how they create an illusion of changing the world: you fight in a village under attack and successfully defend it. Then you're seamlessly in the post-battle version of that village with rubble and smoldering ruins. You can see and interact with others who are also in that phase but not anyone who is in the pre-attack phase.
It's just story telling trickery more suitable to single player games than a wold.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
EQ2 had some of that "phasing" as you call it. Like in a certain cavern, if I was at a particular point in a quest-line, I would see the entrance to another part of the cavern with the debris blown away (unblocking it) while other players who were still at an earlier point in the quest-line would still the debris blocking it.
I see good and bad points to either way, just depending how the game is built. Even Gamer54321's mention about "Curve Spawns" looks interesting until 4 or more players cross that curve at the same time at differing points. In other words, if you look at it in a Massively Multiplayer games
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR