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chimchooree 3 years ago
parent 014f523479
commit d83b88f2bf

@ -4,26 +4,40 @@ february 2, 2022<br>
#design #mechanic<br>
<br>
<br>
<h2>what is hostility? </h2><br>
<h2>defining hostility </h2><br>
NPCs will generally not seek out the player for combat. They will either stand stationary or follow their patrol route, oblivious of the player until becoming hostile.
<br>
It's a very similar concept to <a href="https://wiki.guildwars.com/wiki/Aggro">aggro</a> in Guild Wars because weaving through patrol patterns and balling mobs is one of my favorite things from any game, and I'd imagine it'd be just as fun in single player. <br>
<br>
<h2>when does a character become hostile? </h2><br>
An NPC will become hostile under a few conditions:
<ul>
<li>The player or an NPC allied with the player enters its social distance. </li>
<li>Dealing damage to it or its ally</li>
<li>Attacking it or its ally</li>
<li>Being damaged or attacked by it or its ally. </li>
<li>A character from an enemy faction or an NPC allied with that character enters its social distance </li>
<li>That character dealt damage to it or its ally</li>
<li>That character attacked it or its ally</li>
<li>That character was damaged or attacked by it or its ally. </li>
<li>Any group of the same type entering social distance of a group actively hostile towards a character will also become hostile towards it. </li>
</ul><br>
<br>
Currently, the ranges in Blessfrey mirror Edward T. Hall's zoning for interpersonal distances. Intimate distance is used for physical interaction and melee attacks, social distance is used for assessing hostility and ranged attacks. <br>
<center><img src="/static/img/ent/Personal_Space.svg" alt="(image: A visualization of proxemics by WebHamster of Wikipedia. Around someone are 4 concentric circles with varying diameters: within 25 feet is their public space, 12 feet is their social space, 4 feet is their personal space, and 1.5 feet is their intimate space.)" width="500" height="267.72"></center>
(By &lt;a href=&quot;//commons.wikimedia.org/wiki/User:WebHamster&quot; title=&quot;User:WebHamster&quot;&gt;WebHamster&lt;/a&gt; - &lt;span class=&quot;int-own-work&quot; lang=&quot;en&quot;&gt;Own work&lt;/span&gt;, <a href="https://creativecommons.org/licenses/by-sa/3.0" title="Creative Commons Attribution-Share Alike 3.0">CC BY-SA 3.0</a>, <a href="https://commons.wikimedia.org/w/index.php?curid=6147809">Link</a>) <br>
<br>
<h2>what changes when a character is hostile? </h2><br>
A hostile NPC will enter a combative AI state and pursue its opponent until either is killed or out of range. During combat, its passive health regeneration will drop dramatically, while energy regeneration will remain constant. Maybe certain skills and items can't be used during combat. If it has hostility towards multiple targets, it will prioritize targeting according to its targeting AI. <br>
<br>
When a character becomes hostile toward the player, there will be additional cues, such as its name turning red or a sound effect playing. (Now I have the Aion aggro sound effect in my head.) <br>
<br>
<h2>when is a character no longer hostile? </h2><br>
An NPC will lose hostility under a few conditions:
<ul>
<li>The player and all allies put enough distance between himself and the NPC. </li>
<li>The player and all allies leave the NPC's territory. An NPC will only pursue its victim so far before losing hostility and resuming its patrol route. If . </li>
<li>The player dies. </li>
</ul>
<br>
<h2>what happens after a character is no longer hostile? </h2><br>
The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration return to its usual rate. Possibly some skills and items will be combat-only. <br>
<br>
Last updated January 12, 2022
<br>

@ -0,0 +1,44 @@
<!--210610,200429-->
<h1>hostility</h1>
february 2, 2022<br>
#design #mechanic<br>
<br>
<br>
<h2>what is hostility? </h2><br>
NPCs will generally not seek out the player for combat. They will either stand stationary or follow their patrol route, oblivious of the player until becoming hostile.
<br>
It's a very similar concept to <a href="https://wiki.guildwars.com/wiki/Aggro">aggro</a> in Guild Wars because weaving through patrol patterns and balling mobs is one of my favorite things from any game, and I'd imagine it'd be just as fun in single player. <br>
<br>
<h2>when does a character become hostile? </h2><br>
An NPC will become hostile under a few conditions:
<ul>
<li>A character from an enemy faction or an NPC allied with that character enters its social distance </li>
<li>That character dealt damage to it or its ally</li>
<li>That character attacked it or its ally</li>
<li>That character was damaged or attacked by it or its ally. </li>
<li>Any group of the same type entering social distance of a group actively hostile towards a character will also become hostile towards it. </li>
</ul><br>
<br>
Currently, the ranges in Blessfrey mirror Edward T. Hall's zoning for interpersonal distances. Intimate distance is used for physical interaction and melee attacks, social distance is used for assessing hostility and ranged attacks. <br>
<center><img src="/static/img/ent/Personal_Space.svg" alt="(image: A visualization of proxemics by WebHamster of Wikipedia. Around someone are 4 concentric circles with varying diameters: within 25 feet is their public space, 12 feet is their social space, 4 feet is their personal space, and 1.5 feet is their intimate space.)" width="500" height="267.72"></center>
(By &lt;a href=&quot;//commons.wikimedia.org/wiki/User:WebHamster&quot; title=&quot;User:WebHamster&quot;&gt;WebHamster&lt;/a&gt; - &lt;span class=&quot;int-own-work&quot; lang=&quot;en&quot;&gt;Own work&lt;/span&gt;, <a href="https://creativecommons.org/licenses/by-sa/3.0" title="Creative Commons Attribution-Share Alike 3.0">CC BY-SA 3.0</a>, <a href="https://commons.wikimedia.org/w/index.php?curid=6147809">Link</a>) <br>
<br>
<h2>what changes when a character is hostile? </h2><br>
A hostile NPC will enter a combative AI state and pursue its opponent until either is killed or out of range. During combat, its passive health regeneration will slow, while energy regeneration will remain constant. Maybe certain skills and items can't be used during combat. If it has hostility towards multiple targets, it will prioritize targeting according to its targeting AI. <br>
<br>
When a character becomes hostile toward the player, there will be additional cues, such as its name turning red or a sound effect playing. (Now I have the Aion aggro sound effect in my head.) <br>
<br>
<h2>when is a character no longer hostile? </h2><br>
An NPC will lose hostility under a few conditions:
<ul>
<li>The player and all allies put enough distance between himself and the NPC. </li>
<li>The player and all allies leave the NPC's territory. An NPC will only pursue its victim so far before losing hostility and resuming its patrol route. If . </li>
<li>The player dies. </li>
</ul>
<br>
<h2>what happens after a character is no longer hostile? </h2><br>
The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration return to its usual rate. Possibly some skills and items will be combat-only. <br>
<br>
Last updated January 12, 2022
<br>
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