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An NPC idea.

Posted: Fri Nov 18, 2005 1:48 pm
by Thalodos Artemetus
I wondered (what with the barrage of new npcs) whether it would be possible to program npcs that just walk around, and say the occasional thing? It would give the towns a 'populated' feel and indeed something to do.

Just an idea.

Posted: Fri Nov 18, 2005 1:51 pm
by Markous
I think, this is possible.

Posted: Fri Nov 18, 2005 2:11 pm
by Aegohl
It *is* possible, but we're working on NPC's that walk around, say things, and also do other things, such as sending you on dynamic quests.

However, if you want to provide the dialogue, perhaps you could convince a scripter to work on it right this moment.

Posted: Fri Nov 18, 2005 3:03 pm
by Nitram
It is possible, and not very hard i think.

you could think about a good npc of this type if you like, and send it to me.

Posted: Fri Nov 18, 2005 5:17 pm
by Aegohl
I somehow knew Nitram would say that. =)

Posted: Fri Nov 18, 2005 8:58 pm
by Nymus Nottenfid
A suggestion if npc's are made like this:

A rumor npc(s).

You can ask a npc(s) for rumors they know of. GMs can take selected rumor thread mentions, or players can pm a gm to include it...

My 2 cents

Re: An NPC idea.

Posted: Fri Nov 18, 2005 9:02 pm
by Thalodos Artemetus
Thalodos Artemetus wrote:Another idea is perhaps a 'rumours' keyword, where the latest rumours are told to you.

e.g Greetings barkeep, any new rumours about?
Why yes, i'veheard that rasmantil has struck again..etc..

These 'rumours' could be updated once a month.
Great minds think alike. :P

Re: An NPC idea.

Posted: Sat Nov 19, 2005 7:09 pm
by Llama
Thalodos Artemetus wrote: npcs that just walk around,
Only problems is that they'll need to mark NPCs as NPC.. otherwise.. we're having enough problems with newplayers thinking that NPCs are stuck ;)

Posted: Sat Nov 19, 2005 7:18 pm
by Kevin Lightdot
well NPCs shold behave like actual humans though the things are still limited

and heres something .... do NPCs ever run out of stock? only out of stock item i've seen are axehandles at mugush ...

NPC's shold be able to actualy do things like smith to keep their weapons in stock. stuff like that
for example:

a NPC miner could walk by evry so ofter and they will have a preproggramed chat about whatever is going on(rumors or just some normal chit chat) and about the miner selling ore,gems,...

then after that the smith will go inside the workshop and make whatever he is running out on.

the smith cold occasionaly forget his hammer and start yelling at people to :P

i dont think that wold be to hard to make? it cold be done with the same text activation stuff as an PC wold talk to him... i think :)


well theres my idea :D

Posted: Sat Nov 19, 2005 7:53 pm
by Pendar
I believe it would be hard to realize but not impossible what one always has to bear in mind though is.
The amount of text an NPC is generating last night on top of the tavern an npc was reacting to a common used key word. We had 8 people up there hard enough to follow the screen with out there chatter.
Next if they walk around are they going to be in the way, its all fun and games till the npc gets stuck in the door to the workshop for example.

Basically the idea although it seems interesting requires a lot of work as really an npc doing the same three cycles or just standing is the same to me. So we would need him to do many varied things, personally I would rather see intelligent monsters before npc's.

Brian

Posted: Sat Nov 19, 2005 7:54 pm
by Thalodos Artemetus
I believe eliza used to walk and talk occasionally in the old client? It could work and has worked, as long as the npc that moves doesn't sell anything (like eliza :( )

edit: yes, because she was a trade npc herms. :P

Posted: Sat Nov 19, 2005 8:45 pm
by Hermie
The only problem with Eliza walking is that she was sometimes tricky to deal with, especially if it was laggy. She always seemed to walk away from her customers ... rude bitch.

Posted: Sat Nov 19, 2005 10:37 pm
by falco1029
if you guys would liek i could make a few chains of conversation for these types of npcs :). Also, they should sometimes go around and fight monsters. It sint right that there are hundreds of robbers for every person ;)

Posted: Sat Nov 19, 2005 10:39 pm
by Japheth
Ules wrote:if you guys would liek i could make a few chains of conversation for these types of npcs
Nitram wrote:you could think about a good npc of this type if you like, and send it to me.
Erm, but if you insist on doing this, please consult some sort of spell checker before-hand.

Posted: Sat Nov 19, 2005 10:51 pm
by falco1029
Japheth wrote:
Ules wrote:if you guys would liek i could make a few chains of conversation for these types of npcs
Nitram wrote:you could think about a good npc of this type if you like, and send it to me.
Erm, but if you insist on doing this, please consult some sort of spell checker before-hand.
oh pelaes ym pselilng si ifne ;)

Posted: Sun Nov 20, 2005 7:52 pm
by Gromblun
it doesnt matter about spelling, give him a break man!

Posted: Sun Nov 20, 2005 8:01 pm
by Shadows
What about the dwarf barkeep? Making him move would be better but you'd have to close it off and move the depot which may annoy the player barkeeps

Posted: Mon Nov 21, 2005 8:35 am
by Aegohl
Gromblun wrote:it doesnt matter about spelling, give him a break man!
Most of our scripters are German (all now that I think of it). Now, if you speak English as a second language and someone sends you a script with faulty English, but they speak it as a first language, would you second guess them or yourself?

Posted: Mon Nov 21, 2005 8:24 pm
by falco1029
Aegohl wrote:
Gromblun wrote:it doesnt matter about spelling, give him a break man!
Most of our scripters are German (all now that I think of it). Now, if you speak English as a second language and someone sends you a script with faulty English, but they speak it as a first language, would you second guess them or yourself?
true...