NPC Discussion

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: NPC Discussion

Postby Ferinex » Fri Jul 03, 2009 4:23 am

How/why would a guard know what was stolen and what was purchase? Just artificially flagging the item as stolen seems unrealistic to me.
i guess they never miss huh
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Re: NPC Discussion

Postby Jfloyd » Fri Jul 03, 2009 5:03 am

Ferinex wrote:How/why would a guard know what was stolen and what was purchase? Just artificially flagging the item as stolen seems unrealistic to me.

Hey, blame Oblivion, not me :P
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Re: NPC Discussion

Postby niltrias » Fri Jul 03, 2009 6:23 am

Could be the act of theft with X distance of a guard that triggers it, and not simple possession of a stolen item.
Shopkeepers not buying stolen goods, tho, seems a bit of a stretch.
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Re: NPC Discussion

Postby Adam- » Fri Jul 03, 2009 4:37 pm

lol, When in doubt, go oblivion.

Not.

Oblivion is an example of a crippled system for thieves. Too hard to steal and too little reward for stealing. In THAT game your either a righteous warrior, neutral or an assassin that's righteous. This is because stealing is pointless unless you have mods.

The fact should be in this game that stealing should be hard, but very rewarding at the same time. People should not be able to make 300 alts, spend 20 minutes grinding them and be able to walk into a deed and steal everything they own. Instead people should spend a lot of time making a theft character (the same amount required for a good ranging character) and be able to do the same thing.

What I propose for guards is simply a reasonable system. You pay 4 steel bars ( or 12 wrought iron ) and buy a guard. His stats are all set at 30, he is weaponless and naked. You have to supply him with weapons and armor. You also have to spend a LOW amount of your own LP to raise the guards stats. The guards attack radius is the village claim. Simply like the following, the lawspeaker sets a person to kill on sight, if that person walks on the claim it instantly triggers all the available guards to attack him. However for theft, it depends on the guards exploration skill. If a thief has 10 more exploration than the guard he can walk on the claim (WITHOUT BEING SET TO KILL ON SIGHT; this means if he is already set to kill on sight the guards just attack him without any chance of the thief sneaking around) and be able to sneak around. If a guard dies, then he instantly respawns with the flat 30 stats and nothing on.

There's my opinion.
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Re: NPC Discussion

Postby sami1337 » Fri Jul 03, 2009 6:03 pm

i played oblivion as a thief o.O
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Re: NPC Discussion

Postby theTrav » Tue Jul 07, 2009 12:24 am

I generally don't like NPC's, they tend to confuse me when I'm starting a game, and I could easily see H&H being populated more by fake individuals than real players fairly rapidly.

Guards are probably on the lighter side of NPC's, assuming there's some limitation on the number and power of them. Perhaps having them powered by village authority?

As to what they attack on, well I would expect them to have an explore stat, and have the same chance of picking up crimes as the rest of us, however they wouldn't pursue outside of the town borders and would probably know exactly who committed the crime within the border.

Perhaps give them a memory so that if the same crim tries to re-enter the town later, then they get ganked.

Maybe get em to maintain a wanted list as well so town lawspeakers & chieftans can find out who the guards observed committing crimes...
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Re: NPC Discussion

Postby Talvara » Tue Jul 07, 2009 11:48 am

theTrav wrote:I generally don't like NPC's, they tend to confuse me when I'm starting a game, and I could easily see H&H being populated more by fake individuals than real players fairly rapidly.


I know what you mean, I actually tried to talk to several bandits when I was new >.<... I agree tough, NPC's should be clearly marked as such
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Re: NPC Discussion

Postby Raephire » Tue Jul 07, 2009 1:39 pm

NPC is not quite what we should be asking for. More like player scripted bots.

They would have a system of yes or no behaviors, more than/less than.

If they are injured they can follow a preset path or use pathfinding to get away. As for stats, and creation of said beings. I say - It would make more sense to create golems with magic. They would decay if not fueled. Their purpose would be to limited to providing trade.

We do not need npc bots running around, mining, chopping down forests, farming, replanting forests, building, or hunting. No thanks.
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Re: NPC Discussion

Postby Jfloyd » Tue Jul 07, 2009 1:52 pm

Raephire wrote:NPC is not quite what we should be asking for. More like player scripted bots.

They would have a system of yes or no behaviors, more than/less than.

If they are injured they can follow a preset path or use pathfinding to get away. As for stats, and creation of said beings. I say - It would make more sense to create golems with magic. They would decay if not fueled. Their purpose would be to limited to providing trade.

We do not need npc bots running around, mining, chopping down forests, farming, replanting forests, building, or hunting. No thanks.

You do realize, that the general topic is just guards, and shopkeepers , not people to do all your work...why are people so persistant on the idea that NPCs should do everything for you?
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Re: NPC Discussion

Postby sami1337 » Tue Jul 07, 2009 2:44 pm

Talvara wrote:
theTrav wrote:I generally don't like NPC's, they tend to confuse me when I'm starting a game, and I could easily see H&H being populated more by fake individuals than real players fairly rapidly.


I know what you mean, I actually tried to talk to several bandits when I was new >.<... I agree tough, NPC's should be clearly marked as such


"Don't steal my stuff please".

Haha indeed :)
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