Smart NPCs

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Belegi
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Smart NPCs

Post by Belegi »

Just a thought that came into my mind:

Currently, we have two types of non player characters: Dumb animals and merchants who walk around and do not give a damn what´s happening around and monsters which attack everything on sight.

Maybe NPCs can become a bit smarter or a new type of NPCs could be created: Like monsters/animals that only attack when they are under attack (like a bear) or NPCs that only attack certain races (like orcish guards). Or traders that walk up to you instead of running away, staying for some moments and then walking around without a destination once again.

Sure, might be a lot of work for the devs, but maybe it is worth the effort?
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Moirear Sian
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Post by Moirear Sian »

I also like the idea of the possibility of the NPCs talking about the current in-game rumors (if they're now database-driven).
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Gro'bul
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Post by Gro'bul »

I think a "running away" should be the next AI ...thing. Rabbits would be a good animal for this kind of AI. I'm guessing AI is probobly one of if not the hardest thing to program.
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Kaja Wolfagen
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Post by Kaja Wolfagen »

Orc guards which dont attack orcs. Please! oh please..

I dont want to know how many times they sent me to the cross.
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Sess'sth
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Post by Sess'sth »

But then enemy orc clans could go into your cave unchallenged! :shock:
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Val De Gausse
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Post by Val De Gausse »

and orc spies could spy easily, which I believe was the reason for it...
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Dónal Mason
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Post by Dónal Mason »

Couldn't they have some sort of coding that stops them attacking members of the skulls?
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Darlok
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Post by Darlok »

And how to tell this "code" who is a member of the Skulls and who not?

You would need to create a whole server supported guild system first.

The database would need a new column, called "Player_Guildmembership" for example.
Then someone needs to code an interface for the guildleader where he can add and remove members from his or her guild.
Then you have to change the attack code to check for more variables first, eg. for the "Guildmembership" entry in the characters data.

A bit much of a hassle , or ?
Last edited by Darlok on Sat Jul 31, 2004 7:06 pm, edited 1 time in total.
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Belegi
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Post by Belegi »

To talk in "technical" terms:

NPC type 1 (walking around)
NPC type 2 (attacking everything)

On event, turn NPC from type 1 to type 2 or vice versa

Possible events: Elf within sight (now: only character in sight), NPC under attack, NPC badly wounded, charm spell...

Concerning orcs: I think this is too much that NPCs can distinguish various guilds or even single chars. Stay realistic. Someone has to do the programming, do you want that they waste their time for such a system?
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Konstantin K
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Post by Konstantin K »

Please, oh please! Make Eliza stop running away from trying to make a deal! Just freeze her like she was before!
Chasing her all over the shop is starting get really annoying!
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Irania
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Post by Irania »

Hmm, it does get a bit irritating, but one of my characters has a lot of fun chasing after her and grabbing her tail.
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