Tuesday, October 26, 2010

WOW Main Change in Cataclysm - Tom Chilton Interview

I'd fairly like to see a WoW variety environment wherever if you do one thing like destroy a specific person monster, it stays lifeless. If a manager is killed in-world, he's killed & that's it, & if you didn't destroy him you have to come across somebody else to kill. If not adequate people play in a certain region for a whilst, it would as a result conclude up critically tough when men and women came back again to it, so you'd have to organise patrols of the less frequented parts - ordinary places like Stranglethorn Vale would grow to be like cases if left to go to seed for a although.

If useless mobs stayed lifeless, each and every map would be vacant pretty rapidly. You might counter that and say "let's procedurally create huuuge maps and and let the mobs breed", but then the sport location get's as well big - you don't want to schlep more than miles of empty soil to achieve a battle.

Most gamers destroy tens of mobs for each time they die themselves. And the impact would only be intensified due to the fact everybody would actively hunting them, since 'cleared' locations of the map would be vacant.

It depends on their fee of breeding & the ease / problems of killing them, also their behaviour when aggroed - many animals in the wild will go to floor, seek out cover, prevent confrontation unless of course cornered, or lie in wait camouflaged, then ambush with a frenzied attack & flee. They may seek out the safety of their pack which then wheels round on the attacker with a co-ordinated counter-attack. The raptors in WoW, for illustration, are fairly unintelligent compared to the Jurassic Park raptors. By setting the trouble at the correct amount so that you don't extinct the mobs in an area, they evolve & develop behavioural cultures that enable them to much better resist predation.



No comments:

Post a Comment