As the title says, this is an idea thats not exactly necessary or game-changing, so I dont expect immediate, or even soon handling of the topic.
I know game development is long and intensive work and the team does not have limitless time.
Still, i think changes like these would benefit the gameplay and feel.
These propositions are by no means final or unfailable, so feel free to add, criticise or comment!
Every player knows this:
You’re in an epic fight with giant dragon minions, massive white mantle armies or other crazy lunatics, throwing, dodging and tanking one impressive skill after another,
only to get dropkicked by an unimpressed doe as soon as shes hit by the first AoE.
Probably the worst break in immersion right after a PC crash…
(or wrong-sided toilet paper)
This isnt the only thing i want to discuss with this topic, though.
Wildlife in general seems generally boring in GW2.
Aside from the rare predator dieing in a fight against its theoretical prey, there seems to be almost no life in them.
- Deer just stand around doing absolutely nothing, waiting to be attacked and so do
almost all creatures.
+A neat counter-example f.e. are the skelks – they wait for prey to appear, go stealth
and then attack (sadly, easily predictable) from the shadows.
+Another positive (although arguably lazy installed) one would be the idea behind
wolves summoning other wolves to attack in a pack
Still, they are seemingly lifeless when not attacking and just stand around idling, too.
Why not add a little more realism and interaction?
Ill not just complaint about stuff while not offering at least examples of a solution,
so Ill talk about my examples;
but before doing that, heres general ideas, sorted by implementability and complexity:
1st: Idling animation
The characters we play in game and many npcs have beautiful, well done idling animations. Why not add such for mobs aswell?
Wildlife grazing or eating from a carcass, drinking or sleeping would be an immense improvement on the looks, feel and immersion, and im sure many would appreciate it.
(Most of these could, the way i understand programming, f.e. be solved by the same engine that determines step sound.)
1.5: Better attack animations
Like many early NPC of GW2, the wildlife tends to have huge pauses in between attacks, which tends to make fights look really kitten weird, especially with animals.
2nd: Interaction
The way wildlife is acting through the fraction system does make a lot of sense and is interesting to see.
However, those situations are extremely rare and often lazyly executed. More often than not we see predators dieing to prey, or killing said prey and then aimlessly walking back to their idle area.
Rather than this why not make predators stay at their kill for some time, make the prey flee when their enemy comes near and the predator chase?
3rd: Reaction areas
The best way to explain this are the already in game “pugnacious cancers” [freely translated using google, dont hit me pls ].
While near them , theyll threaten the player, and only attack after some time spend not leaving or getting too close.
Personally, i loved that little feature, and im sure others did so, too.
Furthermore, this is really natural and realistic behaviour. Instead of just flat out attacking you, passive predators or aggressive prey should threaten or observe you until you get too close, and aggressive wolves or panthers should lurk around you until they attack or you leave their territory (or idle spot, as they are already in use).
4th: Level-based action
Most time, wildlife wouldnt appear to have any gain from attacking your character, but superior predators do. So why not make animals flee from characters with superior level?
Of course not every one, but especially solo-predators and non-territorial prey should have no intention to go full Leroy Jenkins on that Level 80 Reaper passing besides them.
(Example: Wolves and Spiders would attack, but Skelks and Panthers would just stalk them or even flee).
Example solutions will be in the first comment