I'm really excited to announce a big change has been made to several hunting areas in the game which, in essence, improves the AI of the mobiles players fight to make hunting more interesting and challenging. This is a first step into improving our PVE.
You will begin to more frequently encounter denizens that have behaviors beyond attacking you until you are dead; though, they will still do that! Efforts so far have been focused on three areas which will serve as live trials in order for us to adjust the difficulty and rewards appropriately. Once a comfortable balance has been found, more areas will begin to be worked on.
As of this post, these three areas have had their AI redesigned:
The AI for these denizens have been split into several archetypes and assigned appropriately depending on the type of mobile. For example, you may find that a turtle is weighted to have a 'defender' archetype wherein it uses defensive abilities that should be dealt with accordingly. You should be able to get a very vague feel for the behavior of one of these redesigned denizens via PROBE.
There are currently 11 primary archetypes that will be used for behaviors, all which can be mixed and matched in any amount and variation to create further, advanced archetypes. In addition to this, most all of the archetypes are being designed in such a way that they have stat checks to encourage a more diverse spread of strengths/weaknesses among the statpacks and player classes.
Some examples for a few archetypes:
Berserker: goes berserk, easier to pacify if higher INT.
Mender: tries to heal allies, easier to interrupt with higher DEX.
Defender: defensive stance, easier to remove guard if higher STR.
You can see more, complete details about the system and standard archetypes currently released in HELP HUNTING.
Probably most importantly, the increase in difficulty will come with rewards. The denizens in every revamped area have chances to drop loot which contain relics that combine into rare, new and unique style scrolls, vox iterators, flairs, minipets, and more.
Please keep in mind, since the infrastructure is already in place, new archetypes are convenient to add and existing ones very easily modified. That being said, everything will be closely monitored to ensure it's doing more good than bad.
As this is a large transition, we can expect to see a plethora of bugs, inconsistencies, unintentional difficulty spikes and other balance issues. We hope to resolve them as quickly as they come up so please make intensive use of the BUG and IDEA commands.
Let me know what you guys think. Questions, comments, fears, whatever. Obviously, I can't talk about things like the development cycle (but @Tiur
can and I'm sure he'll pop in) or drop rates.
There's a lot of stuff I didn't want to cover in the post because it would have went on for ages, but I think it and HELP HUNTING covers the basics.
This is basically an infrastructure wherein we can sneak in simple or complex behaviors to mobs. I know none of the NPCs are going to be doing your calculus homework; but I feel it's a step forwards and I hope you'll agree.