PDA

View Full Version : - Many more beings throughout Norrath recognize their own sentience.


SunT
02-17-2006, 02:40 AM
<div>Can we get a little more detail here?</div><div> </div><div>Does this mean mobs will run and get help when at 20ish% like EQ1?</div><div> </div><div>Greater social aggro?</div><div> </div><div>Not sure what else you could mean.</div>

PlatSt
02-17-2006, 02:42 AM
<div></div><p>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.</p>

Carna
02-17-2006, 04:27 AM
<div></div>Mobs fleeing was a major tactical aspect of EQ1 than EQ2 is sadly missing.

SunT
02-17-2006, 06:23 AM
<div></div>more than just them running but the fact that almost no matter what you killed if its kin was near it was an add.  EQ1 mobs were much more inteligent..

Kyriel
02-17-2006, 07:15 AM
<div></div><div></div><div>No way! The mobs in eq2 are smarter.... FIGHT TILL THE DEATH FOR YOUR ZONE!!</div><p><span class="time_text"></span> </p><p>Message Edited by Zemfira on <span class="date_text">02-16-2006</span><span class="time_text">06:16 PM</span></p>

Suta
02-17-2006, 09:10 AM
<div></div><blockquote><hr>SunTsu wrote:<div></div>more than just them running but the fact that almost no matter what you killed if its kin was near it was an add.  EQ1 mobs were much more inteligent..<hr></blockquote><p>Agreed fully <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I remember how scary it was in... hrm which plane was it, the ones with the Crystaline/Glass spiders, centipedes and golems.  In EQ1 a mob fleeing wasn't about annoyance, if they fled toward other aggros, you would get adds.</p><p>Yes, fleeing mobs that add aggro to others make the game more challenging (and freaky) imo.</p><p> </p><p> </p><p> </p>

TaleraRis
02-17-2006, 08:26 PM
<div></div><blockquote><hr>Sutava wrote:<p>I remember how scary it was in... hrm which plane was it, the ones with the Crystaline/Glass spiders, centipedes and golems.  In EQ1 a mob fleeing wasn't about annoyance, if they fled toward other aggros, you would get adds.</p><p></p><hr></blockquote>Valor, and yes that sucked a lot.

Kyriel
02-17-2006, 08:35 PM
<div>what about "Grey" mobs... they would never attack you unless you sat down, then when you stand up they run away from you [Removed for Content]</div>

Moorgard
02-18-2006, 10:13 AM
<BR> <BLOCKQUOTE> <HR> PlatStud wrote:<BR> <P>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.<BR> <HR> <P></P></BLOCKQUOTE> <P><BR>Yep. It just means that more creatures are now classified as "sentient" for quests that specify them.</P> <P>For game purposes, most creatures that communicate linguistically are defnined as "sentient," even though that's not the actual definition of the word.</P>

wullailhuit
02-18-2006, 12:10 PM
<span><blockquote><hr>Moorgard wrote:<div></div><blockquote><hr>PlatStud wrote:<div></div><p>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.</p><hr><p></p></blockquote><p>Yep. It just means that more creatures are now classified as "sentient" for quests that specify them.</p><p>For game purposes, most creatures that communicate linguistically are defnined as "sentient," even though that's not the actual definition of the word.</p><hr></blockquote>Ogres for instance?</span><div></div>

Moonspark
02-18-2006, 02:24 PM
<blockquote><hr>wullailhuit wrote:<span><blockquote><hr>Moorgard wrote:<div></div><blockquote><hr>PlatStud wrote:<div></div><p>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.</p><hr><p></p></blockquote><p>Yep. It just means that more creatures are now classified as "sentient" for quests that specify them.</p><p>For game purposes, most creatures that communicate linguistically are defnined as "sentient," even though that's not the actual definition of the word.</p><hr></blockquote>Ogres for instance?</span><div></div><hr></blockquote>Linguistically means they use a language, sentient means conscious or with sensation.  Ogres have both of those I suppose, but I'm assuming you got one of your definitions mixed up if you thought that was a joke!

KamidariTuibumbi
02-18-2006, 10:44 PM
<div></div>Those definitions are precisely what makes it a joke...  Well, I thought it was funny anyway.  :smileytongue:

Bhagpuss
02-18-2006, 11:38 PM
<span><blockquote><hr>Moorgard wrote:<div></div><blockquote><hr>PlatStud wrote:<div></div><p>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.</p><hr><p></p></blockquote><p>Yep. It just means that more creatures are now classified as "sentient" for quests that specify them.</p><p>For game purposes, most creatures that communicate linguistically are defnined as "sentient," even though that's not the actual definition of the word.</p><hr></blockquote>Bah! I thought it meant changes to the AI. I spent the best part of an hour running round Thundering Steppes and Nek Forest trying to test it, and I couldn't see what had changed. Nothing, apparently.We really could do with some improvements to the AI, though. One of my bugbears (no pun intended) about EQ2 has always been the vast quantity of supposedly intelligent creatures that literally just stand around on a fixed spot waiting to be killed.It <i>is </i>a lot better than it used to be, especially in the revamped city starting zones. Couldn't we get that degree of interactivity across the rest of the game, at least?</span><div></div>

Achala
02-19-2006, 08:28 AM
<div><span><blockquote><hr>Bhagpuss wrote:<span>We really could do with some improvements to the AI, though. One of my bugbears (no pun intended) about EQ2 has always been the vast quantity of supposedly intelligent creatures that literally just stand around on a fixed spot waiting to be killed.</span><hr></blockquote>Totally agreed.   Every monster, except ones "guarding" a static location I suppose, should have at least a small radius in which they wander.  Even if its two feet here and there.  They should look around (aggro range should be longer where they are looking). Right now, aside from the skills a mob possesses, pretty much every mob in the game behaves exactly the same: they all run up to you and swing, occasionally casting a spell or combat art.  I want encounters where melee mobs taunt you (changing your target) while their ranged/magic using friends STAY OUT OF MELEE RANGE.  If you run after their rangers or magic users, the melees try taunting you and chase after, while their ranger/m-u friends run away.I want encounters where a monster, perhaps a scout type, runs away when he aggros you.  And yells for help, temporarily increasing his social aggro radius. I want some dumb animals that simply run away when you come near.  Perhaps they have body drops that are valuable for crafting.  Perhaps you would need to get together with friends to scare/herd them somewhere for quests.I want social aggro radius increased.  I want body pulling to draw social aggro just as shooting or taunting would. </span><span>But I suppose if they ever "gave me what I wanted", all the mobs would simply run away and hide in the walls... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></div>

SonnyA
02-20-2006, 06:12 PM
<div></div><blockquote><hr>Moonspark wrote:<blockquote><hr>wullailhuit wrote:<span><blockquote><hr>Moorgard wrote:<div></div><blockquote><hr>PlatStud wrote:<div></div><p>I'm not sure, but I know some people were saying that they weren't getting dings for sentient creatures for the BBC quest...maybe they're simply saying they fixed that.</p><hr><p></p></blockquote><p>Yep. It just means that more creatures are now classified as "sentient" for quests that specify them.</p><p>For game purposes, most creatures that communicate linguistically are defnined as "sentient," even though that's not the actual definition of the word.</p><hr></blockquote>Ogres for instance?</span><div></div><hr></blockquote>Linguistically means they use a language, sentient means conscious or with sensation.  Ogres have both of those I suppose, but I'm assuming you got one of your definitions mixed up if you thought that was a joke!<hr></blockquote>Are animals, such as bears linguists? They sure are sentient.

Nezumigami
02-20-2006, 08:38 PM
Bears can't be linguistis lest they are smarter than the average bear and have the time to get a PhD and spend way too much time running concordance programs and SPSS from MMORPG parsed speech data.Bears can sometimes be sentinels, though they might have a tough time fighting the X-men.Unless you are reffering to the type of bears you'll find in San Francisico in which case they can do just about anything they want.<div></div>

ganng
02-20-2006, 08:54 PM
<div></div>The grouped whisps in Nek do flee sometimes after you kill one or two of them... pathing seems randon but they still have a chance to take off on you.

Canadi
02-21-2006, 11:13 PM
<div>Okay so gnolls talk, and so do withered scarecrows..so they are now classed as sentient..if they have the ability to converse? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>