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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: New mobs: Wolves and Bandits
Isn't that like using you're offhand to pretend it's someone else?
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: New mobs: Wolves and Bandits
I want to see him admit it.burgingham wrote:8-) nice catch, well wasn't too hard to figure it out...
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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warrri
- Posts: 1033
- Joined: Fri Aug 28, 2009 5:55 pm
Re: New mobs: Wolves and Bandits
Personally i dont see the problem with having Bandits. Its a thin line but its a sharp one.
If you differentiate between npcs and mobs, think about these bandits as mobs with other skins.
Its not like we want np_C_s that we are able to talk to, or that give us quests.
An Analogy: WoW has many sorts of mobs, wolves, pigs, bears, gnolls, trolls, orks, humans. Which of these would (you would be horribly wrong) you count as npcs and why? there is no difference except for their skins!
If you differentiate between npcs and mobs, think about these bandits as mobs with other skins.
Its not like we want np_C_s that we are able to talk to, or that give us quests.
An Analogy: WoW has many sorts of mobs, wolves, pigs, bears, gnolls, trolls, orks, humans. Which of these would (you would be horribly wrong) you count as npcs and why? there is no difference except for their skins!
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Haba
- Posts: 666
- Joined: Sun Nov 01, 2009 9:36 pm
Re: New mobs: Wolves and Bandits
Instead of bandits, make them Christian missionaries. They don't speak hearthlingian so it is not possible to communicate with then.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: New mobs: Wolves and Bandits
As if Christian missionaries can be communicated with under any circumstancesHaba wrote:Instead of bandits, make them Christian missionaries. They don't speak hearthlingian so it is not possible to communicate with then.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: New mobs: Wolves and Bandits
No, there is an important difference here. You cannot mistake a player for an animal.warrri wrote:Personally i dont see the problem with having Bandits. Its a thin line but its a sharp one.
If you differentiate between npcs and mobs, think about these bandits as mobs with other skins.
Its not like we want np_C_s that we are able to talk to, or that give us quests.
An Analogy: WoW has many sorts of mobs, wolves, pigs, bears, gnolls, trolls, orks, humans. Which of these would (you would be horribly wrong) you count as npcs and why? there is no difference except for their skins!