Attack delays on aggro mobs

Ideas that have been discussed, approved, and are awaiting implementation.

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Smithers
Posts: 27
Joined: Sat Nov 25, 2017 3:05 pm

Wed May 23, 2018 3:35 am

Since animobs can attack from any range, could they be given warning scripts like Southside mobs have? Something about hissing or growling as $N threatens their territory or whatever, and preparing to strike. I think this would be a good balance between keeping the wilds scary but minimizing the number of animals ambushing people trotting past on horseback!

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Taunya
Posts: 561
Joined: Mon Aug 08, 2016 3:08 am

Wed May 23, 2018 4:11 am

Southside mobs don't have any more of a delay than the aggro critters do, unless you're wearing a disguise. You can often make it by a southside mob if you're galloping, but even so sometimes they might still catch you.
You're more likely to get attacked by critters in wilderness rooms simply because they're much larger than city streets, and it takes longer to pass through. They have more time to engage you.

I don't know if any delay needs to be added- there's other ways to avoid getting attacked. Look (direction) or scan (direction) will let you know if there's anything dangerous-looking ahead. Those won't work if it's dark though, adding to the danger if you have to be out in the wilderness when the sun goes down.

One adjustment that might need to be made is encouraging aggressive mobs off of roads and keeping them more the fields/forests/hills/etc (though I think there should still be some chance of encountering them on the roads). But I'm willing to wait a while to see how it goes before asking anything to be changed.

I'm honestly loving the increased danger to wilderness so far, and I'm hoping it'll lead to increased RP opportunities for escorts and the like.

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Smithers
Posts: 27
Joined: Sat Nov 25, 2017 3:05 pm

Fri May 25, 2018 4:32 pm

Taunya wrote:
Wed May 23, 2018 4:11 am
I'm honestly loving the increased danger to wilderness so far, and I'm hoping it'll lead to increased RP opportunities for escorts and the like.
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kipperialovskii
Posts: 41
Joined: Thu Apr 27, 2017 11:54 am

Fri May 25, 2018 5:59 pm

The increased hostility is perhaps one of the more fun things that I've come back to. Staff really outdid themselves, and with some fine-tuning, it'll add a layer to exploring out of town: Maybe even making campfire talks in-vogue with hunters.

It just feels more thrilling to safely navigate around that stray animal on the road. Knowing that an oddly placed bobcat could land you in the hospital.

Maybe a warning, when you enter more 'dangerous' zones outside of the city, for newbies, though? I remember quite clearly when my Garbage Elemental(TM) self would wander out on accident, trying to get my bearings.

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The_Last_Good_Dragon
Posts: 254
Joined: Sun Feb 14, 2016 1:08 am

Tue May 29, 2018 3:35 am

I presented the idea of adding 'wild' and 'deep wild' room flags to staff; some of the peaceful, clearly domesticated areas outside of the city walls don't really make sense for major aggro animals to be roaming in, while some of the lesser-treaded places make sense for some serious baddies. If the levels of the wilderness were more apparent, it was more clear when you're really in danger vs on a well-patrolled road to the Royal Palace / in the noble neighborhood / etc., then I think a lot of the frustration would be mitigated while the idea of 'living out in the middle of nowhere' could appeal to sneaky types, or the thrill of discovery and exploration in dangerous zones for our adventurers.

As it stands, I think a 'one size fits all' approach to anything non-road outside of the walls is a bit too heavy-handed and punishing.
~~ Team Farra'n'Stuff. ~~

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