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Found 2 results

  1. Since I'm trapped away from a wurm capable computer for a while I'm going to put up some ideas on improving the game's AI mechanics. In this one I am looking at wolves in particular as there is the potential to really extend their behavior without too much more load on the server. Essentially the model relies on each mob having some stats (which we know it does alreadt) and maybe an extra kind of entity on the DB (pack, essentially a party for mobs). Firstly we need to look at how wolves work at the moment. They are essentially wandering low level mobs, easy fur and meat. They inconvenience new players but even a couple of days in wolves do not pose much of a threat. The idea is to alter this slightly to make wolves have a different threat level based on their current AI. Wolves are now changed to hunger motivated predators. If a wolf is hungry (hunger below 75%) it will follow its current AI when a player is nearby and home in for the attack. However, if its hunger is above 75% it will ignore the player unless the player gets much closer (maybe giving a new AI color of orange?). Wolves will actively hunt for certain passive mobs when hungry (below 50% hunger), ignoring animals on deeds (wolves tends to avoid human settlements) but becoming substantially more mobile. When a passive mob is killed by a wolf all nearby wolves (20 tiles?) have their hunger taken up to 100%. During these hunts they will be as hostile as normal. This brings us onto packs. Wolves are pack animals, it's why they are successful predators! The AI pattern above works well for a lone wolf (hence why it will now be considered the lone wolf AI) but a pack is a little different. A pack is comprised of one pack leader and 1-8 pack followers (database entities). The leader is determined by Champion Status, Greenish Status, Age in that order, ties result in a contest between both mobs with the loser taking on the lone wolf AI and leaving the pack, moving 200 tiles away in a passive exile state. Pack hunger is synchronised. Packs are led by the leader (pack members will stay within a few (5) tiles of the leader when moving). Attacking one pack member will bring the other members of the pack after you. Packs hunt together and move togetherish. If one of them kills prey the hunger fill mechanic means the pack will be fed and pacified for a time. Pack formation takes place when a lone wolf meets a pack (moves within 5 tiles of the leader) with an open slot where there will be no leadership conflict (the lone wolf joins the pack). This means it will be much harder to find a single wolf but a lot easier to hunt a group. Final Notes : Wolves are much more situational, their hostility linked to their hunger and they form packs to hunt becoming much more mobile in the process. As a bonus champion wolves will usually be accompanied by a pack because of the high priority rating of the champion status. This will tax the server a little more, mostly because of the pack joining mechanic and the initiation of combat with a pack member. However I do not suspect it will be too much. Something important though is players will have more competition for passive mobs, so the addition of more passive mobs (and more kinds!) would be a good idea!
  2. I was playing around with taming and came to the hard realization that pets are terribly useless and sadly, very weak. Their experience level is stationary and there's absolutely no bonding with them which ultimately leads to them being thrown into pens for visual appeal because that's about all they're useful for. I've played many online games and one of the most popular by FAR things to do in mmo's is to find an animal companion to hunt or fight with. One of the huge positives is being able to train and level them (att/def/str/agl) along with your character making them largely popular with all online games that do similar things. Leather wolf/dog armor AND ability to name your animal would be another huge plus on top which I'm sure many wurmonians would love to see. Dragging a useless identity-less dog around as bait to save your butt is boring and gets tiresome after a time, making them nothing but meat to be hunted like everything else. It will definitely add a realism towards the game as bonding with canines has always been a part of human nature in game and in IRL next to horses. I'm sure this will bring new players to support and play wurm. Please consider this and thank you!