Posts: 6 Joined: 14 Dec 2007 | I was reading the beastiary/monster guide on the official website, and noticed a behaviour section for each mob.
Will the mobs actually act in this manner, or is it just a lore basis for "Kill the Bandit King" quests?
Personally I think it is 100% viable for the mobs to actually have long-term behavioural patterns. A demon could run around an area, picking up other local NPC's to fight for him to amass an army and make raids on player towns, and Hobgoblins could actually be out for hire as mercenaries.
I think that interactive behaviour would go a long way to contribute to the player-driven storyline/quest system, which to me is one of the huge draws to a game like Darkfall.
Any input? |
Posts: 8 Joined: 12 Jan 2008 | Hmm. I'm not sensing much activity, this is a bad omen ='( |
Posts: 7 Joined: 18 Jan 2008 | Your guess is as good as mine, but more power to the thought of long term behavior patterns. |
I was reading the beastiary/monster guide on the official website, and noticed a behaviour section for each mob.
Will the mobs actually act in this manner, or is it just a lore basis for "Kill the Bandit King" quests?
Personally I think it is 100% viable for the mobs to actually have long-term behavioural patterns. A demon could run around an area, picking up other local NPC's to fight for him to amass an army and make raids on player towns, and Hobgoblins could actually be out for hire as mercenaries.
I think that interactive behaviour would go a long way to contribute to the player-driven storyline/quest system, which to me is one of the huge draws to a game like Darkfall.
Any input?