Feedback:User/Shai Halud/Smarter AIs
Smarter AIs | |
---|---|
User | Shai Halud |
Categories | Player vs. Environment Mechanics |
I propose that Anet introduce a challenge rating system for GW2. This rating would apply to all players, NPCs and monsters and would be determined by the level and profession. When a player's party encounters enemies below the party's average challenge-rating, that enemy will act passively unless it is attacked or the player is highly outnumbered. Enemies may even flee from players with higher challenge-ratings than theirs.
If a player's party encounters enemies with a higher challenge rating, the enemies can behave in alternative ways depending on the enemy's type. Aggressive beasts may behave the way they do in GW1, but more docile beasts might ignore players until attacked or it may only respond to a much smaller aggro bubble as it would not perceive a threat. Intelligent enemies might react depending on race, species, nationality, etc. When encountered, they may: demand a toll, challenge your leader to a duel, ask you to surrender your weapons, ask you a riddle or password...
Bosses and sub-bosses would be most likely to duel or ask riddles. As a example of how this would work, if an enemy challenged your party to a duel and someone in the party takes up the challenge but does not win, your entire party would die, or vice versa. Bosses who issue challenges of this kind will have groups of guards to assist them and encourage players to agree to the duel. If your party decides to violate the agreement by attacking, then an all out group fight would ensue. Henchies may even be commanded to halt or attack, to provide better control over NPC's.
Neutral NPCs may react according to your party's racial composition. A group of Charr might offer to let the rest of your party go if you will hand any humans in your party over to them. If the group's challenge rating is too high, Charr may attack without any negotiations at all. Gaining reputation, (like between the Luxons and Kurzicks in Factions) could work across other races and monsters too, so you can avoid trouble in one area, but gain more trouble in another.
When intelligent enemies perceive that a player has a higher challenge rating than theirs, they may beg for their lives and offer money or items in exchange. Some of them may betray you as soon as you turn your back. It might also be interesting if Guilds could somehow gain favor with groups in the game and members of those guilds would travel peacefully through areas belonging to those groups.
Regardless, most encounters should be with unintelligent enemies at or near your challenge rating and special instances like those described above would only occur every so often.