AI controlled adverseries

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Seeker
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AI controlled adverseries

Post by Seeker » 04 Jul 2014, 13:08

Hi guys I am new guy here. I played Wurm Online for a bit. I liked the concept of it and this game looks awesome. I got a question. Will there be AI controlled adversaries/enemies. In Wurm for example there where wild animals and monsters that always kept you in check when u where living in the wilderness.(sometimes really annoying). Despite that I think they added a co-op game play.
People would actually group up to kill a troll or whatever. I love PVP and I am not a fan of the typical WOW grinding monsters type, I feel there should be a reasonable balance between two. So for example if players is out in the forest logging away, and then a bear attacks him, it makes pretty realistic/interesting gameplay. :
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Kossako
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Re: AI controlled adverseries

Post by Kossako » 04 Jul 2014, 13:12

There will be wild animals in some part of the world. You can even see them on one of the maps. Dunno how many will be since they are not yet on test server.

No trolls (except forum) or similar monster will be in game.
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Seeker
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Re: AI controlled adverseries

Post by Seeker » 04 Jul 2014, 13:23

:Yahoo!:
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Arthua
 
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Re: AI controlled adverseries

Post by Arthua » 04 Jul 2014, 22:34

There is no fantasy in this game (aside from religious skills).

But there will be wild animals for sure.


Nguyenlamlll
 
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Re: AI controlled adverseries

Post by Nguyenlamlll » 05 Jul 2014, 01:30

Medieval people lived with mysteries and myths. Hope there will be some fearful beasts in the darkest places of the forest. :%)
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Siegbert
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Re: AI controlled adverseries

Post by Siegbert » 05 Jul 2014, 05:28

Nguyenlamlll wrote:Medieval people lived with mysteries and myths. Hope there will be some fearful beasts in the darkest places of the forest. :%)


They lived with boars and bears and boars and bears is what they'll get :P

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Thokan
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Re: AI controlled adverseries

Post by Thokan » 05 Jul 2014, 08:30

There was a secondary goal to have AI trash mobs in caves as sort of an obstacle for mining, but I think that was abandoned.
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Bobik
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Re: AI controlled adverseries

Post by Bobik » 05 Jul 2014, 12:20

Thokan wrote:There was a secondary goal to have AI trash mobs in caves as sort of an obstacle for mining, but I think that was abandoned.


Not really, just will do that later during development.

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Thokan
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Re: AI controlled adverseries

Post by Thokan » 05 Jul 2014, 12:44

Bobik wrote:
Thokan wrote:There was a secondary goal to have AI trash mobs in caves as sort of an obstacle for mining, but I think that was abandoned.


Not really, just will do that later during development.


My bad!
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Seeker
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Re: AI controlled adverseries

Post by Seeker » 05 Jul 2014, 13:11

Hi Bobik, since u are on the topic would u be able to answer another question. I watched few videos and it seems like the players were not able to queue up actions. Considering the nature of the game its pretty essential.
Also would it take as long to craft something as it takes in Wurm?
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Bobik
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Re: AI controlled adverseries

Post by Bobik » 05 Jul 2014, 13:29

Seeker wrote:Hi Bobik, since u are on the topic would u be able to answer another question. I watched few videos and it seems like the players were not able to queue up actions. Considering the nature of the game its pretty essential.
Also would it take as long to craft something as it takes in Wurm?


Queue actions? What for? Haven't seen Wurm for a long time, but making everything there took ages. That will not be so in LiF. Though it will not be that instant as in Minecraft either.


Seeker
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Re: AI controlled adverseries

Post by Seeker » 05 Jul 2014, 14:20

You know when character is looking for herbs or whatever and he fails. U have to click again and find the same icon again(scrolling through 10 icons). It seems a bit frustrating if one has to do in 100 times.
hopefully that makes sense.

Glad about the balance between taking way to long and instant gratification. Looking forward to supporting the game and testing it out.
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Thokan
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Re: AI controlled adverseries

Post by Thokan » 05 Jul 2014, 14:42

Seeker wrote:You know when character is looking for herbs or whatever and he fails. U have to click again and find the same icon again(scrolling through 10 icons). It seems a bit frustrating if one has to do in 100 times.
hopefully that makes sense.

Glad about the balance between taking way to long and instant gratification. Looking forward to supporting the game and testing it out.


You can make an option default, and just press E to perform that default action.
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Seeker
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Re: AI controlled adverseries

Post by Seeker » 05 Jul 2014, 14:44

thanx Thokan )
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Reese
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Re: AI controlled adverseries

Post by Reese » 05 Jul 2014, 14:47

Thokan wrote:
Seeker wrote:You know when character is looking for herbs or whatever and he fails. U have to click again and find the same icon again(scrolling through 10 icons). It seems a bit frustrating if one has to do in 100 times.
hopefully that makes sense.

Glad about the balance between taking way to long and instant gratification. Looking forward to supporting the game and testing it out.


You can make an option default, and just press E to perform that default action.


Did not know that. Nice.


LoneTophat
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Re: AI controlled adverseries

Post by LoneTophat » 05 Jul 2014, 23:47

I wouldn't mind some NPC bandit camps, but honestly all that can be simulated through human interaction. AI is notoriously hard to do right by, I just hope for a deep hunting game for those who choose to cook/hunt/harvest etc like survivalists. I've seen a few animals in the videos so far, but I'd love for more. Proper farming with actual animal husbandry. Yessss!
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