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(L2J) MMOPLAY Dynamic Rates| Server Revamping! Back online Soon.


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It is important if this happens only against players cause this will create several problems. In fact the most important one is that there is usually less than 1% chance that a mob will actually win a battle against a player. Taking that into consideration there is a very high chance that all your work will end up having no point so this is something you should address.

 

Also if a mob kill another mob how exactly does it get stronger? is there a point to that? will it be more rewarding or just flat out harder for no reason? if all mobs are different will there be room for strategy or will it end up in players relying on pure strength to defeat mobs etc etc.

 

Im not trying to spoil it for you, im trying to adress isues that might pose a problem to the design.

Yes. Mobs can kill each other. Mobs can form alliances. Mobs will start forming own "clans". Mobs will evolve, finally mobs can invade. All depends on players, how they will control the situation. You will be able for example to steer mobs on other clans, use them as a tool on sieges, or make them fight each other. Ofc not all those features will be on right a way. That's why we put ".whatsnew" and ".soon" commands in game, accessible via player panel too, to show you what recently has been turned on and whats going to be tested next and when we plan to turn it on. You must understand, that this is a lot of work, over 2 years of development, that has been tested only in simulated situations, with no more than 30 people online...

 

Anyway, to make L2 people understand a little bit what we were working on, where we wanna go... It's not an official promo vid, it's not public (when promo vid is ready, you will be astonished ;P), however this might put some light on what I am talking about (watch full screen, HD):

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