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NPCs

Posted: Mon Apr 25, 2005 9:26 pm
by falco1029
Some of these were sparked by things in the new client.


First, and most important (not really) I think that those humans that attack you near the scorpions should not exist. After all what kind of rp is many random humans attacking anyone they meet? What should be implemented is wandering npcs who have built in rp situations and good responses. By programmed rp I mean random happening (i.e npcname begins choking) with a few possible outcomes, depnding on rp you give. I';m not sure how well you could implement this.

They should memorize names and build up a confidence level with you. From there they might give quests (once confidence is high). They could also be hired or even volunteer to fight for you (not all of them, only some should be fighters) depending on confidence level.


Secondly, change "I want to be a magician" to "I am unsure", since you aren't given anything to help with being a mage or any other magic related thing. Maybe make the magician one have a staff or even a single rune to start off with (and low money of course).

I had other things but I have bad memory, I'll post them also if I remember

Re: NPCs

Posted: Mon Apr 25, 2005 9:33 pm
by Keikan Hiru
falco1029 wrote:First, and most important (not really) I think that those humans that attack you near the scorpions should not exist. After all what kind of rp is many random humans attacking anyone they meet?
These are "Thiefs", the lowest and weakest version of human-monsters I have created, to spice up the field of monsters we have.
You will meet them, and thier friends in various situatuions again, promise.
Thier "rp" is to attack you and take the things you could possibly drop upon losing the fight.

Posted: Mon Apr 25, 2005 10:33 pm
by falco1029
Do they actually take the things? And then keep them to drop when killed?

Posted: Tue Apr 26, 2005 1:49 am
by Garett Gwenour
That is a pretty complicated ncp.

Posted: Tue Apr 26, 2005 10:29 pm
by falco1029
I know. Also a couple other things:

As has been said, increase the hp of the weapons. By a LOT.

With fruyit bearing trees, instead of there only being one fruit (very unrealistic), make it open a menu, and it can have normal, moldy, or unripe fruits in it as well. It would also have to regrow them less often.

Posted: Wed Apr 27, 2005 1:28 am
by martin
Welllll, maybe the weapons you use are all crap. ;)
Ask a good smith to make you better weapons.

Martin

Posted: Wed Apr 27, 2005 2:15 am
by The Returner
martin wrote: Ask a good smith to make you better weapons.

Martin

a) Is that implemented? (Skill based weapon making, better the skill, better quality)

b) Hard to do with no money ;)

Posted: Wed Apr 27, 2005 2:39 am
by Moirear Sian
a) I've noticed some differences, yes. Don't know if they were smithed, but some items just do hold longer than others. So Eliza's gear and the starting gear is junk... you'll live (I hope :D ).

b) It's not like it's impossible to earn some money or barter with player characters... ;)

Posted: Wed Apr 27, 2005 2:41 am
by falco1029
My thief used a sharp dagger which dissapeared after a pig, 2 sheep and a duel. They should last you at least a few days....


Also smithing isnt working right now.

Posted: Wed Apr 27, 2005 6:33 am
by Misjbar
falco1029 wrote:Also smithing isnt working right now.
*concurrs with Falco* Is that bug listed in our allnew bug tracker yet? *checklezz*

Posted: Thu Apr 28, 2005 9:07 pm
by falco1029
Well smithing is fixed, but i still want to know what more people think of my suggestions :(

Posted: Fri Apr 29, 2005 7:07 am
by Aegohl
Moirear Sian wrote:Don't know if they were smithed, but some items just do hold longer than others.
If you're speaking of Alavan's sword, it was just, I suppose, made to exist. And yes, the items that are made like that are quite a bit higher quality than current items in the game. However, players will be able to near that kind of quality eventually.

Aegohl