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Is there an alternative to enemies standing around waiting for you to aggro them?

For discussing role-playing video games, you know, the ones with combat.
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Val the Moofia Boss
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Is there an alternative to enemies standing around waiting for you to aggro them?

Post by Val the Moofia Boss »

This is a problem in all games but more conspicuous in RPGs that tend towards a heavy feeling of simulation or realism like Skyrim or KCD. Maybe the bandits in their camp will sleep at night but they are pretty much just standing around in their cave or bandit camp forever until you come along and kill them. They never have to go out to hunt and bring back food, or go to town to fence some goods and come back with supplies, or pack up their camp and move elsewhere.
Last edited by Val the Moofia Boss on March 15th, 2025, 21:34, edited 1 time in total.

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Post by Valter »

Val the Moofia Boss wrote: February 15th, 2025, 21:23
This is a problem in all games but more conspicuous in RPGs that tend towards a heavy feeling of simulation or realism like Skyrim or KCD. Maybe the bandits in their camp will sleep at night but they are pretty much just standing around in their cave or bandit camp forever until you come along and kill them. They never have to go out to hunt and bring back food, or go to town to fence some goods and come back with supplies, or pack up their camp and move elsewhere.
Any Mount & Blade 2 enjoyers? I heard that game is pretty dynamic concerning this issue. Never played it tho
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Post by rusty_shackleford »

Kenshi?
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Post by Manny V »

Valter wrote: February 15th, 2025, 21:50
Val the Moofia Boss wrote: February 15th, 2025, 21:23
This is a problem in all games but more conspicuous in RPGs that tend towards a heavy feeling of simulation or realism like Skyrim or KCD. Maybe the bandits in their camp will sleep at night but they are pretty much just standing around in their cave or bandit camp forever until you come along and kill them. They never have to go out to hunt and bring back food, or go to town to fence some goods and come back with supplies, or pack up their camp and move elsewhere.
Any Mount & Blade 2 enjoyers? I heard that game is pretty dynamic concerning this issue. Never played it tho
eh, don't think it's particularly a thing in Bannerlord itself, but overall in Mount & Blade, bandits will patrol around their given territory (mountains, forests, coasts, steppes, etc) and opportunistically attack groups that are weak or that they outnumber (villagers, the player with a small party, weakened caravans or sometimes even nobles).

that said since it's more akin to a strategy game on the campaign map regarding engagement idk if this really applies to the question anyhow
Last edited by Manny V on February 16th, 2025, 10:33, edited 1 time in total.
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Post by rusty_shackleford »

A part of gygax naturalism was designing areas with the idea that monsters actually lived there
https://grognardia.blogspot.com/2008/09 ... alism.html

So there wasn't just a bunch of ogres, but detailed ogre families
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Post by traxtan »

Val the Moofia Boss wrote: February 15th, 2025, 21:23
This is a problem in all games but more conspicuous in RPGs that tend towards a heavy feeling of simulation or realism like Skyrim or KCD. Maybe the bandits in their camp will sleep at night but they are pretty much just standing around in their cave or bandit camp forever until you come along and kill them. They never have to go out to hunt and bring back food, or go to town to fence some goods and come back with supplies, or pack up their camp and move elsewhere.
I saw in a specific kcd2 side quest the cumans actually leave the camp and come back at night, still not playing though.
Last edited by traxtan on February 16th, 2025, 09:45, edited 1 time in total.
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Post by Orvas Dren »

Starsector takes the Kenshi method one step further in which trade, production, and salvage itself in the sector is dependent on the actions of NPCs. A pirate warlord decides to raid the Sindrian Dictact? Expect fuel prices to go up as the specific tanker fleets now have to fight their way in and out of system. Or maybe some survey data of a derelict colony ship sprouts up on the market, and a scavenging company based on Nova Maxios decides to send a fleet to scrap it. If that fleet survives or defeats some rogue ai remnants, Nova Maxios's markets might see some exotic merchandise after they return. Find a bounty on a pirate harassing trade fleets? If you take your time, some other group of bounty hunters might claim it before you can, or they might fail but leave the pirate a few ships weaker. The list goes on.
Last edited by Orvas Dren on February 16th, 2025, 10:20, edited 2 times in total.
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Post by rusty_shackleford »

Something like this but worse is when you take two steps outside of a town and there's bandits or wild animals
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Post by asf »

starsector just spawns enemies randomly, strategic layer is awful in that game
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Post by ArcaneLurker »

Enemies that hunt & ambush you.
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Post by traxtan »

ArcaneLurker wrote: February 16th, 2025, 15:33
Enemies that hunt & ambush you.
You mean spawn 200 meters away and hone in on you to kill you.
J1M wrote: February 16th, 2025, 15:23
Random encounters.
This isn't bad if you don't overdo it, maybe add cooldowns to the random encounter spawns.
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Post by ArcaneLurker »

traxtan wrote: February 16th, 2025, 15:39
You mean spawn 200 meters away and hone in on you to kill you.
All enemies are going to spawn in at some point. Even if they have the illusion of a schedule, the cell is actually spawning in along with the enemies, when you hit the right distance.
If the complaint is some variation of them standing around, then an alternative is to have them pursue the player.
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Post by Tadeusz »

I remember an interesting mechanic in Lineage 2 in some locations - mobs can run away from you to get help if their HP is low. They also post messages in chat in the process. Sadly, it's not often used but it is still fun to encounter.