Yes, balancing living world is a big problem.
But there is trick - more try, better get. Like experience is gained, profession of game designer is pumping up, and each next attempt gives more benefit :)
If player wants to be attacked by monsters - no problem.
Assign priority to aggressive mobs on players.
And herbivores don't have to fight endlessly. I wrote directly - their task is to run away and only if it is impossible to escape, join battle.
But not until death of enemy, but before opportunity arises to try to escape again.
This is exactly how it works in the wild. Wolf killed and ate hare - ok, hare killed and ate wolf - not ok :)
But there is trick - more try, better get. Like experience is gained, profession of game designer is pumping up, and each next attempt gives more benefit :)
If player wants to be attacked by monsters - no problem.
Assign priority to aggressive mobs on players.
And herbivores don't have to fight endlessly. I wrote directly - their task is to run away and only if it is impossible to escape, join battle.
But not until death of enemy, but before opportunity arises to try to escape again.
This is exactly how it works in the wild. Wolf killed and ate hare - ok, hare killed and ate wolf - not ok :)