User:Shai Halud/Smarter Enemy AIs: Challange Ratings
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.--Shai Halud 23:49, 13 June 2008 (UTC)
- Why this is a good idea
- Would lead to a more varied gaming experience
- Would prevent needless annoyances which would otherwise inhibit free movement through already discovered territory and possibly permit movemet into otherwise inaccessible areas
- Adds an even greater sense of realism to the game. And how cool would it be to get challenged to a duel by a Charr boss?
- Would stop the same old places getting farmed to death, after you farmed them for a short time, they would become too hard to farm since monsters would be more cautious about you.
- Why it may not work out
- As with many things, it would be a lot of work to program
- Players may not like having to think thier way around battle
- Could make players mad due it getting harder or easier as they win/lose