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The Wynn Ai Needs To Be Updated (+ Some Combat Updates)

Discussion in 'General Suggestions' started by Emogla3, Apr 27, 2020.

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Is this a good idea?

  1. Yes

    8 vote(s)
    61.5%
  2. Only the AI thing

    1 vote(s)
    7.7%
  3. Only the spell thing

    0 vote(s)
    0.0%
  4. Neutral

    2 vote(s)
    15.4%
  5. No

    2 vote(s)
    15.4%
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  1. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    Let's face it: The Wynncraft AI isn't great. There aren't many different ones, there's Melee, Ranged, Support, and, uhh... I'm pretty sure there are a few others ones too.

    In my opinion, the next big update for Wynncraft (1.20?) should be a combat/gameplay mechanics update, and the biggest change should be updating the AI.

    Now, I'm sure this would take a lot of effort and time, to create intelligent enemies that move and use their spells in an intelligent way, but it would make the game so much more enjoyable. I know that 1.19 added the spell combos to certain mobs, but it's not enough.

    I don't know excactly how much of this already exists, but mobs should check things like player distance to use certain spells at certain situations, and bosses could actually dodge by moving away, when players use different spells.

    -------------

    Another update for combat would be to make it more diverse. On your first playthrough, there's a lot to discover, but after that it gets kind of repetitive. The AI change does already contribute to this, but another one could be simply to add more enemy spells, and make them require different strategies to counter.

    For example, Ice Snake could be programmed to mobs, and when an enemy uses that spell you have to dodge left or right. Meteor could be made to work the same way as when a player casts it, making it fall on the location where you were at the time of casting. All the other class spells like Bomb, Spin Attack and Uproot could all be programmed to mobs.
    (make bob actually use the full spellpools of the classes, not just charge and multihit in everything)

    After that, of course comes adding completely new spells to mobs. There's a lot to do there.

    But, it's still important to remember not to overload the combat with just more spells. The diversity is the key.

    ------------

    Now, I haven't got a lot more to say on this, so that's basicly it for now.
     
  2. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    bump bump bump
     
  3. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    A good part of the AI comes from base game minecraft and it's argo ranges. We might be able to make a plugin/mod to help it, but fully change it might not be too possible. I'm unsure of the coding behind it that it might take but I believe it might be slightly taxing and already having only *50 players* on a world makes me really sad. I don't need it more laggy when I'm praying they might up it
     
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  4. SKZR

    SKZR Well-Known Adventurer

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    Yes i agree
     
  5. anonymousness

    anonymousness Well-Known Adventurer

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    There are some mobs that use different spells at different distances from the enemy (qira heal, water judge tp, and uh… probably some that are not in the hive). But I like the idea of mobs being able to react to certain spells to dodge them, maybe some could occasionally use instant spells (without the whole charge-up animation) to dodge (like maybe golden avia dodging arrows that way or something like zephyra uth using vanish to jump away from projectiles).

    But this is not the mob AI's biggest problem.

    By far, the biggest problem is mobs' pathfinding AI: I mean, I don't mind getting mobs stuck behind a 2x2 wall to grind profs when they can just go around it, but yeah, mob pathfinding is pretty much: find player, go straight towards player. It's really easy to get mobs stuck behind ridiculously small and avoidable walls, whether accidentally or on purpose. If there is a mob AI update, that should be the first thing they fix.
     
    Emogla3 likes this.
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