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karlan 10-06-2003 04:31 AM

I recently imped hunting mobs properly, many's the time I have been annoyed by people fleeing 2-3 rooms away from a mob and feeling (and sometimes being) safe..

I REALY enjoyed watching my wounded bandit hunt down and kill the guard (more wounded) who thought they could slowly and safely attack time and time again. Run back to your village shack and hide, cause he will find you

The lesson... don't leave easy to follow tracks anymore.

Admittedly a locked door still defeats a hunting mob, and anything that destroys/changes/hides tracks (horse, water, indoors, city...), but the tracking seemed more fair than the original algorithm, that always succeeded if there was a link between the mobs room and yours somewhere. One day the AI may quickly and simply handle the sudden loss/change in tracks, but for now, a scan on losing the trail to see if they are visible will have to do.

Somewhere deep inside there seems a hint of meglomania (and probably other problems as well) that dervives some joy from making the world more dangerous for our citizens

NOTE: this applies to virtual worlds, as an ex army-medic, I have NO desire to make the real world nastier than it is, so do not take this post out of context.

jornel 10-06-2003 09:01 AM


Treestump 10-06-2003 10:03 AM


karlan 10-08-2003 02:41 AM

Some of those questions/ideas are already in the works, I have a framework in place for cover tracks (simple) and a false tracks skills, just haven't gotten around to it yet.

as for multiple tracks of same person, again it is something I have wanted to do, but havent gotten around to really looking at (even slightly), I would like each track to have a TTL, and an age, and depending on the skill of the tracker, is how well they can determine the age.Also, for the moment, the tracker magically knows the difference between bob's tracks, and his identical twin brother (who wears the same boots).

but one day I will win lotto, so I can give up 90-100 hr weeks and devote myself to mud stuff, but untill then *sigh*


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