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The Bandit makes a quick grab...

Posted: Tue Nov 17, 2009 9:45 am
by Llama
Please remove this 'feature', or please greatly limit it.

Yes you do get your money back if you kill him - but the frequency (and the amount stolen) is just over-the-top.

I mean, being attacked by a pair of bandits resulted in 5 consequtive messages, which lead to 250 coppers being stolen in small packets.

Could you limit it to the equivalent probability of a critical hit or something?

Not only is it irritating - but it forecs you to have to kill the person - AND prevents you from hunting bandits in groups. Because then you'll end up stealing each other's money off the corpse.

Discuss.

Re: The Bandit makes a quick grab...

Posted: Tue Nov 17, 2009 10:00 am
by Estralis Seborian
Hadrian_Abela wrote:Discuss.
No - propose!

Currently, a bandit steals a random amount of money of yours with a certain probability each X seconds. You may make up new numbers for frequency and probability or make up something better. Simply removing a feature is easy, but do we just have monsters as cannon fodder that drop dead and give loot?

Example for something better: A bandit does not attack, but chases your character (feasable). Upon reaching your character, he makes a grab for money with a X% probability of success and then e.g. gets teleported away some tiles, tries to avoid your character (LTE on your character that makes bandits walk away from your position - feasable) or your idea here.

Posted: Tue Nov 17, 2009 10:10 am
by Llama
Example for something simple which is better -

When the bandit lands a critical hit - he gets a chance to nick some coins.

I don't see how a bandit can steal coins from your bag while your're hitting him with weapons.

Re: The Bandit makes a quick grab...

Posted: Tue Nov 17, 2009 2:17 pm
by 1d20
Hadrian_Abela wrote:Please remove this 'feature', or please greatly limit it.

Yes you do get your money back if you kill him - but the frequency (and the amount stolen) is just over-the-top.

I mean, being attacked by a pair of bandits resulted in 5 consequtive messages, which lead to 250 coppers being stolen in small packets.

Could you limit it to the equivalent probability of a critical hit or something?

Not only is it irritating - but it forecs you to have to kill the person - AND prevents you from hunting bandits in groups. Because then you'll end up stealing each other's money off the corpse.

Discuss.
If your character has the guts to go where bandits are (up north in the dark north forest), then 250 coppers shouldn't be a big deal.

Posted: Tue Nov 17, 2009 2:18 pm
by Tanistian_Kanea
estralis. i find it best, when trying to replace something old. to KNOW that something old. fine, we will make a new one, i could do that in about 30 seconds. could i see the old one first?

Posted: Tue Nov 17, 2009 2:28 pm
by Nitram
The stealing has nothing to do with the attacking. In fact in case a bandit gets some money the fighting script is not even triggered. So after all stealing script does not know when a critical hit is landed.

So that does not work.

Lowering the chance that the bandit steals something can be raised how ever.

Nitram

Posted: Tue Nov 17, 2009 2:30 pm
by Juliana D'cheyne
AND prevents you from hunting bandits in groups.
I don't think the "group" hunt is so much an issue as meeting a new char at the bandits, having had this happen more then once... one leaves in order not to "steal" copper from the other fighting the bandits. Bandits getting all the copper and not getting it back from the same bandit actually discourages RP of chars that don't know each other. I would be perfectly happy if no matter how much copper the bandit "stole" upon killing one, you would get it back, this would encourage people to stay and RP.


Though it may not be possible to do script-wise.

Posted: Tue Nov 17, 2009 5:17 pm
by Llama
Nitram wrote:The stealing has nothing to do with the attacking. In fact in case a bandit gets some money the fighting script is not even triggered. So after all stealing script does not know when a critical hit is landed.
Can't the stealing script be triggered when a critical hit is landed?

Or even simpler - make the 'stealing script' have the same probabilty as a critical hit - and it'll be perfect.
--

@Moondust - Uh, the HUMAN bandits are pretty easy and they drop nice stuff. I'm not particuarly skilled (new char been around a week) and so yeah, 250 coppers matter for him.

Posted: Tue Nov 17, 2009 9:02 pm
by Damien
I want to see a feature like that with the wolves : A wolf decides not to bite you, but instead he either pees your leg and runs, or humps it !
:wink:

Posted: Tue Nov 17, 2009 10:36 pm
by pharse
I want to see a wolf that retreats with low health, rather hunting a deer and then returns with several other wolves to finally kill the character. Want to see it next year.

Posted: Tue Nov 17, 2009 10:38 pm
by Olive
a more serious porposal about wolves is that a wolve when it scores a critical hit knocks you down, maybe causing a stun for 30 seconds and you are much easier to hit, ie no dodge while you get back up

Posted: Tue Nov 17, 2009 10:39 pm
by Llama
If only if only...

If we could have a simple AI - which could communicate with other AIs - and also have its own 'personality and priority' ... we could make something so very beautiful.

For the players to kill without noticing anything -_-

What language is the AI written in? That's deeper than scripting right? C++ ?
--

Added: RE: Wolf - It could work similar to the mummy poison script I guess, lte, not too much of a problem to implement.

Fact that it would MURDER people with light armour.. makes it a problem.

Posted: Tue Nov 17, 2009 10:45 pm
by Olive
well then they shoudl be caeful when fightign fast animals that try to knock down their prey?

not eveyrthign is a tank turret match

Posted: Tue Nov 17, 2009 10:45 pm
by pharse
Hadrian_Abela wrote:What language is the AI written in? That's deeper than scripting right? C++ ?
Server sided, so C++ I guess. But something similar what I described could be possible, giving more power to manipulate the AI to the Lua scripts. At least it's an idea that is planned and realizable ;)

Posted: Sun Nov 22, 2009 4:15 pm
by maryday
@pharse; difficult matter to brainstorm without precisely defined development goals.

-Something about "single-unit" combat tactics, and enemy-action-dependant-decision-hierarchies?
OR;
-Something about "tactical communication" of certain defined groups of NPCs, interacting in a limited range...


Hmm. have a look at this part of an german article that i had the joy to publicate somewhere else:
....bescheidenen Hintergrunderfahrung....folgende Arten von Wildtieren:

- Fluchttiere;(Die meisten Vögel, Säugetiere groß bis winzig [Ausnahme Herdentiere s.U.),
Reptilien klein bis winzig, Fische, etc.]

- Verteidigende/ Angstangreifer;(Bsp. Ratten greifen in die Enge getrieben/ Hungrig in Gruppe an,
fliehen sonst aber, Reptilien mittel bis klein, etc)

- Jäger;(Raubtiere aller Art....
((Der ganze Artikel kann bei Interesse angefuegt werden.))
:P

Posted: Sun Nov 22, 2009 4:27 pm
by Llama
Hey maryday, thanks for reviving this.

Hello? Anyone?

Posted: Sun Nov 22, 2009 7:30 pm
by Vern Kron
I would like to see the amount of coins they take at a time lowered. I've seen huge amounts of coins gone, though I have no exact numbers.