Only I think that game lacks places for "evil" chars where they could kill "friendly" npcs what attacked turn to normal npc and they attack attackers?
All places to hunt are handed to "good" chars.
In example place with followers of Goddesses for albarians or any followers for atheists. Friendly merchants with mercenaries and so to normal "evil".
And other places directed to any kind of "evil".
Hunt places
Moderator: Developers
Re: Hunt places
So you basically want monsters that only attack when being attacked? I don't really understand what you mean with the good/evil thing.
Re: Hunt places
Yes. You sum it better than I.
In my opinion every npc should be killable.
In my opinion every npc should be killable.
Re: Hunt places
Are you talking about monsters or NPCs? Monster are those things you can attack (if they are humans, elves or what not doesn't matter; techncially, they are monsters). NPCs are those guys that just stand around having tasks for you. Do you want those to be killable?
On monsters: We certainly will have monsters that only attack you in case you attack them. So something like a merchant and his mercenaries it possible and actually a nice idea. This requires a proper aggro management.
On monsters: We certainly will have monsters that only attack you in case you attack them. So something like a merchant and his mercenaries it possible and actually a nice idea. This requires a proper aggro management.
Re: Hunt places
Yes. Whole town should be killable and should exist more "monsters" friendly monsters as dwellers. In other game I was playing it was great mystery who to kill in town or other place (even not agressive mobs) to get great stuff, gear. It also gave fun for players in creating raids and making defence.Jupiter wrote:Are you talking about monsters or NPCs? Monster are those things you can attack (if they are humans, elves or what not doesn't matter; techncially, they are monsters). NPCs are those guys that just stand around having tasks for you. Do you want those to be killable?
Re: Hunt places
Killing npc's permanently without intention would be a really damaging aspect to the game for a couple of reasons:
1) You would likely make progression up the town ranks even slower and more difficult than it already is, because every npc would be dead.
2) You would cut most ability to gain money and trade into 0, particularly for players who only play when there are one or two people online.
3) While making npc's is not incredibly difficult, there needs to be a set of commands in both english, and german, and replies to those statements. That takes time, and as it stands it takes atleast a month to get a fully developed npc translated into the other language. This proposal seems like it would overload the staff.
4) Our roleplay standards should go beyond just merely randomly raiding and killing. Personally, I would find this sort of behavior more annoying, and almost on the level of actively griefing a group of people, than anything else.
5) This proposal presumes that there will be people online to defend against such attacks. Because there is no effective system to leave behind clues, most situations would result in someone waiting for no one to be online, walk into a town (let's take Runewick, as an example), and kill every thing in town. Now Runewick is wounded in a number of different ways, because it no longer has any incentive for a person to be there, has no draw for new players (because what are they going to do? they have no equipment, and what little stuff they do have is only good for so long before it has to be replaced. These new players will quit), and will only leave the impression of an empty and boring game.
There are a number of small outposts around in the game, that you can roleplay as being fairly innocent, and attack as you so please. Being realistic here, how much harm have the dwarves south of Galmair, or the elves in the forest, or the trolls, or most of the other enemies in game done in recent history?
1) You would likely make progression up the town ranks even slower and more difficult than it already is, because every npc would be dead.
2) You would cut most ability to gain money and trade into 0, particularly for players who only play when there are one or two people online.
3) While making npc's is not incredibly difficult, there needs to be a set of commands in both english, and german, and replies to those statements. That takes time, and as it stands it takes atleast a month to get a fully developed npc translated into the other language. This proposal seems like it would overload the staff.
4) Our roleplay standards should go beyond just merely randomly raiding and killing. Personally, I would find this sort of behavior more annoying, and almost on the level of actively griefing a group of people, than anything else.
5) This proposal presumes that there will be people online to defend against such attacks. Because there is no effective system to leave behind clues, most situations would result in someone waiting for no one to be online, walk into a town (let's take Runewick, as an example), and kill every thing in town. Now Runewick is wounded in a number of different ways, because it no longer has any incentive for a person to be there, has no draw for new players (because what are they going to do? they have no equipment, and what little stuff they do have is only good for so long before it has to be replaced. These new players will quit), and will only leave the impression of an empty and boring game.
There are a number of small outposts around in the game, that you can roleplay as being fairly innocent, and attack as you so please. Being realistic here, how much harm have the dwarves south of Galmair, or the elves in the forest, or the trolls, or most of the other enemies in game done in recent history?
Re: Hunt places
I did not read all. I mean they will respawn after some time. A half of hour or hour later.
It's great way to impediment to others and way for "evil" chars to make something "bad" or "evil" in game not only speaking about "evil" right now or pk other chars. We don't have so many "evil" chars to perma-disturbing playing.
EDIT: Of course such a npcs (shop-keepers, quest-givers) would have some levels and would not be killable by newbies.
Even if someone would does it npcs and mobs would have time after which they will respawn.
It's great way to impediment to others and way for "evil" chars to make something "bad" or "evil" in game not only speaking about "evil" right now or pk other chars. We don't have so many "evil" chars to perma-disturbing playing.
EDIT: Of course such a npcs (shop-keepers, quest-givers) would have some levels and would not be killable by newbies.
This is why this game has so low players. Chatting around fire-place is not best rp.4) Our roleplay standards should go beyond just merely randomly raiding and killing. Personally, I would find this sort of behavior more annoying, and almost on the level of actively griefing a group of people, than anything else.
Do you think we have weak role players? Who would kill whole town alone? I doubt we have noobs with so high levels.5) This proposal presumes that there will be people online to defend against such attacks. Because there is no effective system to leave behind clues, most situations would result in someone waiting for no one to be online, walk into a town (let's take Runewick, as an example), and kill every thing in town. Now Runewick is wounded in a number of different ways, because it no longer has any incentive for a person to be there, has no draw for new players (because what are they going to do? they have no equipment, and what little stuff they do have is only good for so long before it has to be replaced. These new players will quit), and will only leave the impression of an empty and boring game.
Even if someone would does it npcs and mobs would have time after which they will respawn.
Re: Hunt places
Vern Kron wrote:3) While making npc's is not incredibly difficult, there needs to be a set of commands in both english, and german, and replies to those statements. That takes time, and as it stands it takes atleast a month to get a fully developed npc translated into the other language. This proposal seems like it would overload the staff.
