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#1 |
Join Date: Dec 2004
Posts: 13
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Evolution in the Mobs?
Now i know that this would be hell to code, but at least in the higher areas, could the mobs evolve because of the pressures exerted on them by us homins?
for example, in void most people there hunt plods or najabs. So why dont the plods shake off the ADD that they exhibit and become more a social animal, very hard to pull away from the herd etc etc. and with the najabs, why dont they become faster, or gain some higher resists. Im not doing this to spite all of the hunters or anything, but since it been like 6 years on Atys, and we've killed these things over and over you'd think they'd either learn or evolution would weed out the stupidest |
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#2 |
Join Date: Apr 2005
Posts: 180
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Re: Evolution in the Mobs?
Yeah, wouldn't it great if the mobs could gain levels and grind homin...
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#3 | |
Join Date: Sep 2004
Location: the Sanctum
Posts: 85
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Re: Evolution in the Mobs?
Quote:
Really great idea... ![]() Only thing is, if Atys evolution is anything at all like the evolution on Earth you wont notice it over 6 years... maybe if you live 200 years or more you'd notice some change... Unless it works the Terry Pratchett-way... hm... *walks behind a bush and tries to grow an extra arm* |
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#4 |
Join Date: Oct 2004
Posts: 309
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Re: Evolution in the Mobs?
I think there would be one very simple way to implement it: Mobs grow up.
Any Suckling Yubo not killed by players grows slowly through the ranks to eventually become that fabled 'King Yubo'. |
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#5 | |
Re: Evolution in the Mobs?
Quote:
__________________
- Kaetemi [Kami] [Fyros] [Elder of Atys] [NeL Developer] Rebuild the Kami faction and save Atys from the Karavan! Join the Kami Alliance! Freedom to the Players! |
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#6 | |
Join Date: Dec 2004
Posts: 1,326
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Re: Evolution in the Mobs?
Quote:
by killing they should become harder. kill 50 Timorous get Roaming.. etc up to named spawn if you stop killing them for too long, spawn resets > Timorous->Roaming->Scampering->Sprightly->1 black star boss with or without minions ;-) (keep current lvl spawn, start from middle, but make it harder after some killing) so.. say hello to Bajam ;-) .. and this would be soo easy to implement |
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#7 | |
Join Date: Aug 2005
Location: Stockholm, Sweden
Posts: 531
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Re: Evolution in the Mobs?
Quote:
Thosam's idea makes more sense and would give an actual reason to head into the dungeons before the creatures grow too much. EDIT: an exploit in the grow-by-kill would be to head to the area outside capital town of an "enemy" race, kill all yubos (or vigourous ragus) until they're too hard to handle for a new player. Locking the new player inside town. |
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#8 | |
Join Date: Dec 2004
Posts: 1,326
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Re: Evolution in the Mobs?
Quote:
max lvl mobs everywhere, no possibility to kill them, no safe spots, ppl leavaing.. actually... .. bring it ;-) Q: have you been killing najabs/jugs 8+ hours straight ? i have, more than once ;-) same old najabs.. over and over again. |
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#9 | |
Join Date: Nov 2004
Location: If you need to, you know where to find me.
Posts: 1,154
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Re: Evolution in the Mobs?
Quote:
The difficulty is that they are not the same ones, and breading does not happen again until the next breeding cycle again. I for one would love to see herds get enormously large due to the fact that no one has thinned them down. Imagine seeming a herd of 400 Bodocs. And if their socialness extended to attacking Aggro. They could actually win with those numbers. Extending even further to allow these animals to grow up, and actually migrate to a higher region if the herd gets to large would be cool too. I think we are spoiled, and now the holy grail would be cool. Although, I can think of a few ways to do these things in a more dynamic method, given the stuff I have seen on R2, it seems as thow roams, and migrations are pretty static. And I have never seen a mob grow up, and I have watched for a long lng time. Noin. |
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#10 |
Join Date: Apr 2005
Posts: 246
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Re: Evolution in the Mobs?
Also, while not exactly what you are referring to, mobs do change their behavior over patches. I remember several patches ago when ragus and gingo were much more predictable in thier behaviors.. then a patch came around and they became quite a bit more of a nuisance. I've seen variances of other fauna behaviors as well. I dunno if this is something done on purpose, or maybe a quasi-result of server reboots and code updates, but it's noticeable if you watch for it.
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