Rather then having enemies in "clearly defined zones" standing around waiting to get tromped, please please please plan something more like a living world....

for instance most enemies are animals, large ones, but still just animals. they should be wondering, like dodos should run around in herds and stop at spots where there is food or water, then run off again. Similarly, return of "curious" and "fearful" behaviors would be nice.

especialy with anima, the world has always been safe "enough" to travel. In regards to walking, If you give migratory patters (day night, day of week, weather, element ect) then you can create predictable holes and barriers to travel. for instance, during a sand storm maybe the antlions stay underground (despawn) and giant ants gather in canyons (making them impassible to lowbees)

when it rains, the smaller creatures and birds seek shelter. At night dodos are asleep (maybe the herd does not move, and 80% of a group take on sleep status) but during the day may be migrating from region to region.

I think EQ2 did (at least at release, not sure if they stopped later on) an excellent job of herd style mob behavior, with children and adults of a creature type gathered together and wondering as a group, sometimes bulls of a species would be found isolated.


Distribution should not be static, for instance, instead of two dozen camps of dodos in the desert, about 6 herds could wonder the entire desert, making hunting and learning of behavior matter. Similarly antlions could be all over the place, but some changes with weather or time of day, and travelers would know that at certain times they could wonder freely.

finally, instead of the more or less random distribution used today, focusing distribution around sensical (to the setting, and mechanicaly itneresting) should dictate how groups and placements are made. so yea, hypo* are kinda just random across the highlands. Why? Maybe they should be in roaving packs (they seemed wolf like to me) Maybe Similarly, I remember at release, while frustrating, the wolves were rather wolflike, with wide traveling ranges, they could be found anywhere, and would ambush you happily. I would argue, have them travel more, move in packs (so the same number would not be scattered over 60% of the NW woods, but rather in a fwe groups, like 5, and so in only 5% at a time, but very dangerous, and would need to be picked off individually and carefully by parties ranked for the region)

also, give predators (intelligent and otherwise) predetory behavior. So thier "wondering" behavior has them following PCs. Basically if you are just running through an area, the ones following your trail will never catch up (move at a slow stop/go rate) but if you double back, or stand around too long, they will find you. This makes being in the region of predetor types meaningfull, require planning and so on, gives predictability to thier movement that can be used for hunting or avoidance, and breathes life into teh setting. Similarly, dodo/sheep/rodents would wonder off if there is a lot of movement (players running around (maybe even by ratio, so if the ratio of bird/player has more than 2/1 players, the birds get up and meander elsewhere,) ) and monkeys highly curious, although maybe if yiou start fighting near them, they will try to back off and keep a distance (but still follow, and remain at *some* risk.)

there are lots of simple ways to create a living feeling while changing the distribution away from random. I think if you focus on this, you will achieve a far greater vision.