We need more people!
Moderator: Gamemasters
We need more people!
Welcome to the world were the GMs can make life. So why not do it?
There needs to be people in every town that arent person controlled. A very complex thing ive come up with:
Every town should have atleast 3 people:
Trollsbane: 10 CPU Citizens, 7 humans, 2 lizards, 1 elf
Greenbair: 7 CPU Citizens, 7 Halflings
Vashikar: 3 CPU Citizens, 2 orc, 1 elf
Silversomething (lol): I dont know. Something according to its size. My guess is 4 CPU citizins, 4 dwarfs
Now the Citizens have their strenths according to races:
Humans. average
Lizards. Med Strong
Elf. Med weak
Half. Weak
Orc. Strong
Dwarf. Strong
W_MW_A_MS_S
Also, certian races fight till certian times.
Humans: Fight back, if almost dead, run away
Orcs: Fight back. Half HP run away
Lizards: Fight back, run away at 3/4 hp
Dwarfs: Fight back till death
Elf: Fight back till death
Halfling: Run away instantly
Then, there is the matter of drops:
Humans: Clothes and sometimes a dagger
Orcs: The weakest cuncussion wepon
Lizards: Money and clothes and a longsword
Dwarfs: Money, Ore, and shovels and hammers
Elves: Herbs, potions, A dagger
Halfling: Clothes, cabbage seeds, a dagger
Fighting tactics:
Humans: Fight with slash/fist
Orcs: Fight with Maces
Lizards: fight with Slash-Sword
Dwarfs: fight with Crush-Hammer
Elves: Fight Slash, or in some cases weak magic
Halfling: Fight with weak magic and may spawn food to make you stop chasing him and go for the meal.
Now heres what your poboly thinking by now:
OMG WTF BBQ!!!!! YOU MAKE SOME RACES SOO MUCH EASIER AND SOME RACES DROP AWSOME SUTFF!! AND WTF YOU MAKE HALFERS SEEM LIKE GEEKS!!
True. And i dont care!
Nah. Here is the fun counter balance:
Whenever you attack a citizen, a town guard (CPU) comes and attacks YOU.
Human: "You there HUALT!!"
Orc: "Yoo nub need to lib!"
Lizard: "Zss! Comess back here NOWSS!"
Dwarf:
Inside dwarf city: "Arr! Tradior!!"
Outside: "Meh, i'll bash yer' skull in!"
Elf: "Ug, I knew this was bound to happen."
Halfling: "HI HO! Brother halfling run! Ill take care of this beast!"
Now, Town guard's quanity and quallity are based on the citizens and location:
trollsbane: 2 Human guards, 1 lizard guard.
Greenbair: 3 Halfling Guards
Vashika: 1 Orc Guard
Dwarf Town: ?? Dwarven Guards
Human: Average strenth
Lizard: Strong Strenth
Orc: Extra Strong Strenth
Elf: Strong
Halfling: Extra Strong
Othernotes:
Random Citizens should sell items. For instance a female halfling would sell flowers, Dwarf might sell some shovels and hammers at a discounted fee, etc.
I will thank you in advance for any feedback.
Josh
M
There needs to be people in every town that arent person controlled. A very complex thing ive come up with:
Every town should have atleast 3 people:
Trollsbane: 10 CPU Citizens, 7 humans, 2 lizards, 1 elf
Greenbair: 7 CPU Citizens, 7 Halflings
Vashikar: 3 CPU Citizens, 2 orc, 1 elf
Silversomething (lol): I dont know. Something according to its size. My guess is 4 CPU citizins, 4 dwarfs
Now the Citizens have their strenths according to races:
Humans. average
Lizards. Med Strong
Elf. Med weak
Half. Weak
Orc. Strong
Dwarf. Strong
W_MW_A_MS_S
Also, certian races fight till certian times.
Humans: Fight back, if almost dead, run away
Orcs: Fight back. Half HP run away
Lizards: Fight back, run away at 3/4 hp
Dwarfs: Fight back till death
Elf: Fight back till death
Halfling: Run away instantly
Then, there is the matter of drops:
Humans: Clothes and sometimes a dagger
Orcs: The weakest cuncussion wepon
Lizards: Money and clothes and a longsword
Dwarfs: Money, Ore, and shovels and hammers
Elves: Herbs, potions, A dagger
Halfling: Clothes, cabbage seeds, a dagger
Fighting tactics:
Humans: Fight with slash/fist
Orcs: Fight with Maces
Lizards: fight with Slash-Sword
Dwarfs: fight with Crush-Hammer
Elves: Fight Slash, or in some cases weak magic
Halfling: Fight with weak magic and may spawn food to make you stop chasing him and go for the meal.
Now heres what your poboly thinking by now:
OMG WTF BBQ!!!!! YOU MAKE SOME RACES SOO MUCH EASIER AND SOME RACES DROP AWSOME SUTFF!! AND WTF YOU MAKE HALFERS SEEM LIKE GEEKS!!
True. And i dont care!
Nah. Here is the fun counter balance:
Whenever you attack a citizen, a town guard (CPU) comes and attacks YOU.
Human: "You there HUALT!!"
Orc: "Yoo nub need to lib!"
Lizard: "Zss! Comess back here NOWSS!"
Dwarf:
Inside dwarf city: "Arr! Tradior!!"
Outside: "Meh, i'll bash yer' skull in!"
Elf: "Ug, I knew this was bound to happen."
Halfling: "HI HO! Brother halfling run! Ill take care of this beast!"
Now, Town guard's quanity and quallity are based on the citizens and location:
trollsbane: 2 Human guards, 1 lizard guard.
Greenbair: 3 Halfling Guards
Vashika: 1 Orc Guard
Dwarf Town: ?? Dwarven Guards
Human: Average strenth
Lizard: Strong Strenth
Orc: Extra Strong Strenth
Elf: Strong
Halfling: Extra Strong
Othernotes:
Random Citizens should sell items. For instance a female halfling would sell flowers, Dwarf might sell some shovels and hammers at a discounted fee, etc.
I will thank you in advance for any feedback.
Josh
M
- Josefine da Vince
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- Moirear Sian
- Posts: 1214
- Joined: Thu Jul 15, 2004 5:12 am
More "life" in non-peak times, so some normally populated places don't look like deserts when there are three other people on-line besides yourself.Aragon wrote:But to be honest, what has your proposal to do with roleplay?
Before you shoot me down and claim NPCs have no use for roleplaying, they do, it's just up to GMs and such to give them more life on occasion, and only use few, and place them somewhat cleverly within the game. I know most people in this game know Eliza and Sam pretty well not just for filling in a technical function, but also because some life was breathed into them in certain events.
On the same note, what the hell is with Theon, who is that guy, why can he manage to survive so long with a costly artifact in a remote location in a forest?
Just my two cents.
Exactly.Moirear Sian wrote:More "life" in non-peak times, so some normally populated places don't look like deserts when there are three other people on-line besides yourself.Aragon wrote:But to be honest, what has your proposal to do with roleplay?
Before you shoot me down and claim NPCs have no use for roleplaying, they do, it's just up to GMs and such to give them more life on occasion, and only use few, and place them somewhat cleverly within the game. I know most people in this game know Eliza and Sam pretty well not just for filling in a technical function, but also because some life was breathed into them in certain events.
On the same note, what the hell is with Theon, who is that guy, why can he manage to survive so long with a costly artifact in a remote location in a forest?
Just my two cents.
Also:
Who is going to stop him from living there? Any one who wants to mug him will get WHOOPED and also,
Insides
This is all being worked on extensively, and will continue to be worked on after the client. The NPC's will eventually outnumber the players even at peak hours, if our player base remains the same. The NPC's functions will include:
Training the basics in skills.
Buying and selling.
Sending players on static quests.
Keeping the pigs from being overwhelmed in the first few weeks after the wipe.
And much more. I would list some of the plans we have, but that would be telling.
Aegohl
Training the basics in skills.
Buying and selling.
Sending players on static quests.
Keeping the pigs from being overwhelmed in the first few weeks after the wipe.
And much more. I would list some of the plans we have, but that would be telling.
Aegohl
Byron, your ideas are good, but i disagree with your suggestions for the npcs. Humans would vary in strength and how they fight, as well as response.
Soem fight with magic, some run like babies, some fight with swords, ect, and their drops would be totally random. Elves should mostly be druid types, magic users, and carchers, with a few outliers in there. Orcs I agree on, with maybe a shaman or two mixed in. Most halflings would run, but a few would be able to fight. Lizards are probably going to use any type of weapon, but very few would have magic. You get ym point.
And i cant wait for npcs going around and outnumbering people. Especially if gms are on more often and sometimes take control of them.
Soem fight with magic, some run like babies, some fight with swords, ect, and their drops would be totally random. Elves should mostly be druid types, magic users, and carchers, with a few outliers in there. Orcs I agree on, with maybe a shaman or two mixed in. Most halflings would run, but a few would be able to fight. Lizards are probably going to use any type of weapon, but very few would have magic. You get ym point.
And i cant wait for npcs going around and outnumbering people. Especially if gms are on more often and sometimes take control of them.
- Bloodhearte
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According to Moonsilver, most lizard people have no interest in magic. But the ones that do practice it are damn good.
IMO, it would be great to have more NPCs. You can at least interact with a fake being rather than living in a ghost town every night, with 3 people people on at most.
I think more than anything though, players need something to do besides talk, fight, and do crafts.
IMO, it would be great to have more NPCs. You can at least interact with a fake being rather than living in a ghost town every night, with 3 people people on at most.
I think more than anything though, players need something to do besides talk, fight, and do crafts.
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Mimblethorp
- Posts: 99
- Joined: Sat Mar 26, 2005 3:07 pm
I love this idea. My only caution is spam. Already, if you are near Sam and trying to have a conversation it is difficult but if the NPCs outnumber the players, move about town and are as chatty as Sam is, spam could become a huge detrement to the game. But if the spam is kept to a minimum or if the spammy NPCs are kept to specific areas (like Sam) I think more NPCs would rock and I encourage players to treat them as PCs. If you see a player attack an NPC, run for the town guards 
- Josefine da Vince
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