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Wish list / /challenge machanics for arena NPCs
« on: July 15, 2010, 10:27:27 am »
Allow me to introduce a simple idea with a quote from an older discussion.
A small visit at the arena or a look at recent forum threads shows that this subject is still relevant.
The suggestion, point by point
I'll just note this. The idea of the arena is that is is a place where fighters come to engage in combat to test and improve their skills. The arena isn't really designed, or intended for ranged combat at this time. As Durgrem mentioned since some mobs are a little out of balance we are tolerating some wall killing but when the mobs are properly balanced wall magic killing isn't going to be acceptable in the arena. If you want to do that sort of thing to practice your magic then find a place out in the wilds to do it. Remember the idea and spirt of the arena is it is a place that fighters do battle with each other in the pit and some times for the entertainment of others watching form the stands. Not very entertaining watching someone standing on or behind a wall safely firing magic at a mob
A small visit at the arena or a look at recent forum threads shows that this subject is still relevant.
The suggestion, point by point
- Make arena NPCs such as gladiators and mercenaries impervious to attack by default.
- Offer players the mechanics to actively challenge these NPCs, either via the /challenge command or an NPC dialog option.
- As soon as the NPC accepts the challenge, he will attack. This is to prevent those two or three free hits players get by cowardly attacking from behind.
- Allow the NPC to yield, i.e. to switch back to an impervious and passive state as soon as the challenger fights unfair, i.e. the gladiator is damaged by ranged attacks.
- As part of the /challenge mechanics, a victorious gladiator may have the choice to spare his opponents life.
- Make the NPC reject challenges from characters that have recently been defeated or fought unfair. Also refuse challenges if the NPC is not at full health.
- Instead of the /loot mechanics, the window for the selection of quest rewards could be used to choose from some randomized items.
- In return, a defeated player whose life is spared could lose some tria, or maybe one of the weapons the character was wielding.