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Showing results for tags 'player dev input'.
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Have a data capture/processing sandbox where players spawn in different locations as different mobs. Participants have to fulfil tasklist of their mob survival requirements, including finding water regularly for mammalian mobs, and inter-mob combat objectives, on an E-vs-E server. Developer/code moderator (to be progressively replaced by pseudo-AI algorithms) then reviews data, refines to strategies to be assigned to normal/traited categories of mobs, or discards strategies as below par. These strategies progressively become inherent 'instincts' for all wild mobs on live servers - the playerbase becomes a mob-AI think-tank, rather than writing a dedicated AI to do the entire task. Participants get in-game rewards to their nominated account for completing successful data-submission tasks. For example, significant meditating skillgains if opportunities are repeating and widespread or development credits that can be converted into items/consumables otherwise. If such functionality proved useful to development and became a staple of ongoing gameplay, it could be enabled on player-servers (no chat, no maps, player must play on the EvE server and complete a journal there to gain approval for functionality on player servers). Fine-rug meditating could be updated to trigger spawn-as-mob on random any-other server, with mob name prefixed with 'Wild' on mouseover by players, with massively increased skillgains to anyone lucky enough to interact with a 'Wild' mob. A regular player in combat with a 'Wild' mob calling for guard assistance (even if the guards didn't respond) would abort the 'Wild' functionality and be a failed meditation for the mob-possessing account. List of mobs available to randomly spawn as on player-servers would depend on meditation skill. Non-mission Traitors would be available at 60 skill. Humanoids at 70 skill. Uniques not including dragons at 80 skill. Dragons at 90 skill.
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- test server
- player dev input
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