NPC in tavern
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- Ezor Edwickton
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- Joined: Mon Jul 28, 2003 5:23 am
- Location: Canada
NPC in tavern
I propose putting a npc in the tavern that sells wine, beer, and maybe other beverages. This would probably increase the traffic in the, now most of the time, empty tavern.
- Ezor Edwickton
- Posts: 679
- Joined: Mon Jul 28, 2003 5:23 am
- Location: Canada
- Moirear Sian
- Posts: 1214
- Joined: Thu Jul 15, 2004 5:12 am
You should spend some more seconds to think about this topic.Cassandra Fjurin wrote:I Agree...
In my opinion Illarions main intention was always to give the player free hand as much as possible.
The tavern was build, or better said payed, by players / characters, if these owners decide to abandon thier building it is thier decision.
You cannot fix this with placing a NPC there.
There are several disavantages you have to think about.
1. You practicly destroy an employment for a character.
2. If this NPC sells potions, even useless, you set minimum prizes and maybe hurt the little cripple we call "Illarion Economy".
If you set these prizes to high, you render this NPC useless.
3. If one gets one, everybody wants one and there is no reason to deny.
All you can do about the Tavern Cassandra is to ask Neon if there are still owners left (he is one, if I remember correctly), if not or none of them has the time or the will to take care of this buliding declare it public or sell it.
Well, I think I disagree about this. Let us have a look at Illarion in general first.Darlok wrote: 1. You practicly destroy an employment for a character.
2. If this NPC sells potions, even useless, you set minimum prizes and maybe hurt the little cripple we call "Illarion Economy".
If you set these prizes to high, you render this NPC useless.
3. If one gets one, everybody wants one and there is no reason to deny.
There are almost no NPCs except monsters, animals and some merchants. Two merchants are concentrated at one room in one building in one town of the island. Since ever, this shop was a so called hot spot, a place where player characters met and where roleplaying took place. There are few hot spots on the island, few places where player characters often go due to their normal life.
Now, we have serveral completely useless buildings no one needs nor uses anymore. If I´d name some, people would scream and say, "no, no, it is used by... erm... me once in a month." If I get you right, you want to abandon these buildings or make them "public". I have no problems with that, but that would mean we have to abandon almost every building of the whole wide island, even complete cities.
This cannot be. Diversity is an element that improves fun and gameplay, so I suggest to take another path; the creation of new hot spots out of old places everyone is used to. Let us take the tavern as an example; it is used only during festivals or celebrations, sometimes some characters sit there and talk instead of talking at the millstone. But there is nothing to do there.
If there would be a NPC, what would this change?
1.) More characters would stop by
2.) There is something "new", something interesting and the game becomes more dynamic (for some days or weeks, but this improves motivation a lot)
3.) The non existing PC-bartenders would be without a job; honestly, do we have a bartender character who is on like a NPC could? (I know, Brodi is ... unavaiable)
4.) Eliza´s store would not be the only place on the island where you could buy items
5.) Money would be spend and leave the economic circle; currently, we have too much money and an inflation of gold (gold has no value anymore)
Maybe to your points now:
Right. And not right in the same time. No busy tavern -> no bartender (no one sits there for hours waiting for customers but plays another char or leave the tavern instead). So, this job is non existing IMHO. But if there would be a NPC, who says that a PC bartender would be unemployed? If there really would be customers around, maybe those who now lurk at the millstone 24/7, don´t you think that this would improve his chances to play his role? Like, he is the bartender and the NPC is some kind of service crew?1. You practicly destroy an employment for a character.
Deserted Tavern -> no need for a PC bartender
Crowdy Tavern -> POSSIBILITY to play a bartender
Again, I say yes and no.2. If this NPC sells potions, even useless, you set minimum prizes and maybe hurt the little cripple we call "Illarion Economy".
Sure, no one on the island would buy the goods the NPC sells from other players for more gold. And those who specialized in selling beer (anyone knows a char who plays a brewer?! Not me.) will be pissed and maybe loose their motivation. But now, there is this point I totally disagree; the economy will not suffer from this, I think the opposite holds true. Currently, we have the following state: Everyone has everything and everyone is rich as hell, so he can buy the things he needs. Beer and wine are completely useless items, a waste of gold (do not argue with a dwarf about that). Stuff is created to sell it for a laughable prize to Eliza to have more gold no one really needs. So, excuse me, but the economy is totally messed up right now.
So, a NPC who sells useless things will take money out of the system and so improve our system. It will become more dynamic, because less gold means more work and more chances to interact. The other case would be that the char buys no beer, sits around at the millstone and stares bored into the air. He´d have the chance to go to the tavern, buy a beer and then stare bored into the air. The difference is that he spend money instead of horting it in his depot.
Even quests could be realized by such an NPC; so, he could run out of beer and buys hops and such, the players would have something to do instead of sitting around. You could make some money in this manner you can spend afterwards in the tavern. But this has nothing to do with the economy, it just offers new possibilities for roleplaying.
Once again, yes and nay. You mean, if Tialdin (as the current char in charge of the tavern) gets one, Nilo (or whoever from the farmers) wants one too. Right, this might be a problem, so I´d say that these NPC´s will be no "property" of a certain character or even player. They are just there and basta. And, honestly, if the GMs say "no", I think players should accept this and again basta.3. If one gets one, everybody wants one and there is no reason to deny.
And... what would be so wrong about having more NPCs? I know, Illarion is a special game and nothing should be done what works out fine with other games, but well, I think this time we should have a look at other games.
Now back to my general thought; not caring about the places where NPCs will be placed, these places will be hot spots. Now, by creating these hot spots, you add some spice to the game, characters would have to walk across the island to reach these places and there would be much more dynamic in the game (still having characters in mind standing dull around the millstones).
Now let us think about a variation of all this; we have Eliza and Sam. Now let us cut Eliza and Sam to pieces and throw them to various regions of the island. What would this mean? Some items could be bought at a certain merchant let´s say in Greenbriar, others in Silverbrand, others at the Eldan Monastery. Now what would happen? The characters who need these items could try to buy at local, PC merchants (what we all want, eh?) or could take the long trip, with having lots of chances to get ambushed, get lost in the forest, meeting a faerie, encountering monsters and so on. A dynamic state instead of just walking to Eliza and selling ones stuff. On the other hand, when only certain NPC merchants buy things, we have almost the same state; first, you would try to sell to PC merchants or you´d go to the merchant of your choice. But to sell various items, you´d have to cross the whole island, and maybe you are not keen to do that. So, you 1) specialize in certain items you want to craft and sell (no I can do everything myself-chars anymore) or 2) sell your stuff to PC-merchants anyway (what we want once again).
Well, a long text with few real points, so here comes my summary:
Creation of hot spots improves game play, fun and the economy.
Sorry for spelling errors and such, I hope you forgive me

Last edited by Belegi on Thu Jul 29, 2004 1:00 am, edited 3 times in total.
There aren't enough players to currently support the tavern for a good ammount of time for there to be much custom. An NPC would allow the tavern to be open 24/7 and people would know that if they went there they'd get a drink and they could then meet each other there, and have fun times. I think this presents a good opportunity and it should be given a go, maybe a trial moment to then see if it is good or bad.
You seem to glorify the NPC Barkeeper.
Its a stupid-script-guided-circle-walker.
You approach him or her, click, the script deletes a specific amount of gold coins and you get a drink of your choise.
Thats it.
I have my doubts that this create a "hot spot".
If your theory is right, then Sam and Eliza would be a point where constant good roleplay is maintained, but most I see are silent characters and the ever repeating sentance of Eliza:
"It is a pleasure to do buissness with you."
(Not wanting to mention that Tibia is filled with NPCs that are exactly like this.)
You need human interaction to create a hot spot.
By the way, I have other theories why the tavern is generaly avoided by our players, but this cannot be fixed by placeing a NPC there.
"Hunger and Thirst" are the magic words.
Its a stupid-script-guided-circle-walker.
You approach him or her, click, the script deletes a specific amount of gold coins and you get a drink of your choise.
Thats it.
I have my doubts that this create a "hot spot".
If your theory is right, then Sam and Eliza would be a point where constant good roleplay is maintained, but most I see are silent characters and the ever repeating sentance of Eliza:
"It is a pleasure to do buissness with you."
(Not wanting to mention that Tibia is filled with NPCs that are exactly like this.)
You need human interaction to create a hot spot.
By the way, I have other theories why the tavern is generaly avoided by our players, but this cannot be fixed by placeing a NPC there.
"Hunger and Thirst" are the magic words.
- Cassandra Fjurin
- Posts: 2248
- Joined: Sat Jun 05, 2004 3:25 pm
Concering the hot spot:
The only hot spot we currently have is the square in front of Eliza´s shop. Yes, here most of the roleplaying starts or takes place. This place has many advantages; you can see everyone who enters the town from south or east, you have a short way to the depots and to Eliza.
So, hot spots are places where you have various possibilities to do something or to interact. Creating more possibilities should be an aim of any further changes.
Creating demand by hunger and thirst might also be a good point to improve the game, as long as it does not lower the fun people have playing Illarion.
Besides, sometimes an offer can create a need. Or does the world really need rubbish like Swiffer?
Concerning Tibia:
Currently, there are 22038 players playing Tibia and 7 playing Illarion. So, not everything must be wrong just because it is realized in Tibia. Tibia is not the game I want to play, but this is mostly due to the players, not the gameplay (well, the gfx are horrible). I think Illarion is such a special game due to its community and its gamemasters, if there are possibilities to add fun to this game, I see no reason to reject them just because another game realized similar things.
Edit: and no, I don´t want those 22038 players here in Illarion, but maybe 1/1000 of them?
The only hot spot we currently have is the square in front of Eliza´s shop. Yes, here most of the roleplaying starts or takes place. This place has many advantages; you can see everyone who enters the town from south or east, you have a short way to the depots and to Eliza.
So, hot spots are places where you have various possibilities to do something or to interact. Creating more possibilities should be an aim of any further changes.
I think it is the problem of all players if we have useless, deserted buildings. We could also tear down all unused buildings, the elves would love this idea. Then we would have an island with ... wait, a shop in the wilderness?If the Barkeeper is not present, its his problem if he is losing profit and some farmers make a fortune.
Creating demand by hunger and thirst might also be a good point to improve the game, as long as it does not lower the fun people have playing Illarion.
Besides, sometimes an offer can create a need. Or does the world really need rubbish like Swiffer?
Concerning Tibia:
Currently, there are 22038 players playing Tibia and 7 playing Illarion. So, not everything must be wrong just because it is realized in Tibia. Tibia is not the game I want to play, but this is mostly due to the players, not the gameplay (well, the gfx are horrible). I think Illarion is such a special game due to its community and its gamemasters, if there are possibilities to add fun to this game, I see no reason to reject them just because another game realized similar things.
Edit: and no, I don´t want those 22038 players here in Illarion, but maybe 1/1000 of them?
- Ezor Edwickton
- Posts: 679
- Joined: Mon Jul 28, 2003 5:23 am
- Location: Canada
I think it was still skipped over about the difficulty of implementing another NPC.. how hard is that exactly Darlok?
If it wouldn't take a horrible amount of work on the GMs part I think that would really help RP. I know I've went to the tavern thirsty and left there in the same state. Great RP for there to be unused buildings everywhere you know.
If it wouldn't take a horrible amount of work on the GMs part I think that would really help RP. I know I've went to the tavern thirsty and left there in the same state. Great RP for there to be unused buildings everywhere you know.
- Kincent Nolatri
- Posts: 576
- Joined: Wed Apr 16, 2003 7:52 pm
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I have no clue. (Me not staff-memberDomitrio wrote: how hard is that exactly Darlok?

The old NPCs where hardcoded,
the current NPCs are handled with the database, I belive to have heard.
But I may be completely wrong here. You have to ask Martin or Cassandra.
The easiest solution is to pass the tavern to a group of active characters.
They can take care of the tavern and fill it with life again, maybe even try to establish shifts for thier bartenders.
(All been done before, so it is possible.)
Or "hang out" there at least together so it isnt that dull and boring.
Holding parties there or special events will also help to attract more people to check this place out.
That's sort of the problem. Inactive dwarves own it. And they don't plan giving it up I believe.The easiest solution is to pass the tavern to a group of active characters.
They can take care of the tavern and fill it with life again, maybe even try to establish shifts for thier bartenders.
(All been done before, so it is possible.)
Or "hang out" there at least together so it isnt that dull and boring.
Holding parties there or special events will also help to attract more people to check this place out.
Yes. And to have human interaction, you need at least 2 human beings.Darlok wrote:You need human interaction to create a hot spot.
That's the problem here.
We have simply not enough players and there is noone (which I can understand) who wants to stay in the tavern forever.
BTW: At hotspots in general:
Separation is good, because people would start walking around instead of standing.
Martin