PlaneShift

Support => Complaint Department => Topic started by: aladedragon on February 12, 2013, 02:00:22 pm

Title: New NPC system
Post by: aladedragon on February 12, 2013, 02:00:22 pm
In the few weeks that I play PS, I have been pleased with their community of players, it's amazing. I thought I had found a place to play, to express myself and do away from the violence.
Had finally found a game that violence was not necessary to advance. A world that could be as peaceful as the player wishes.
I liked it from the beginning, that atmosphere of peace and tranquility coupled with relaxing music. Players sitting on the top of a quiet hill, fishing.
  Recent changes in the management of NPC AI make the game more fun for those PC strong fighters hunting enthusiasts. But for the other people who like to run the maps, explore the hills or just pickup some charmflowers ... of course you can, and the NPC AI can send you a monster to kill you.
Why?, Do not know, maybe another player's head right off and ended up in a different place to its point of origin.

This game has a slick set design and a great community of players. Please continue to make this game different from the rest, focused on killing and killing ....
At least the news of weddings in the game remind me that love overcomes violence.

Kisses and hugs for everyone.
<3
Title: Re: New NPC system
Post by: LigH on February 12, 2013, 02:43:24 pm
Erelenga Karal, Dean of Stalactite Studies in the Yliakum University of the Knowledge Seekers, will enjoy giving you lessons in ranger skills... ;)

And many others too, I believe.
Title: Re: New NPC system
Post by: aladedragon on February 12, 2013, 04:28:17 pm
Erelenga Karal, Dean of Stalactite Studies in the Yliakum University of the Knowledge Seekers, will enjoy giving you lessons in ranger skills... ;)

And many others too, I believe.

And there are PC who help me... a loot. without help this game is boring.

But look at this:

(12:44:19) [NPC] Ulbernaut thinks Elhorien Curandera is very weak
(12:44:21) [NPC] Ulbernaut attack Elhorien Curandera with normal stance

So the NPC only attack because they think the PC is very weak. This is the real soul of this game, ... kill the weak?
You need more than a GPL license to make something different. So if you are a Titan PC you will not be attacked?

Sorry I disapprove this I disapprove of such methods. Simply by being a weak Pc be attacked.
It's your world, your*1 rules, your decisions. All I can do is complain and write one proverb:

An old man, sitting by the fire, tells his grandson:

-I have two wolves fighting in my heart:
One is full of anger, rage, violence.
The other is full of love, compassion, affection.

- Which of them will win the fight, Grandpa? - Asked the grandson.

To which the grandfather replied:

- "The one I feed."

*1 Referring to the programming community
Title: Re: New NPC system
Post by: LigH on February 12, 2013, 04:50:33 pm
Hey, NPC AI is developing! We are just one step further. Many steps lie ahead.

Before the new release, NPCs did not evaluate their opponents at all, they were either hostile (attacking any player in aggro range) or docile (self-defending only when attacked), if aggressive at all (not a merchant).

Now they already decide whether they shall attack or flee. It may happen that you bring them down to a low level of health, and suddenly they run away to have time to heal themselves. This is now indeed more challenging.

If it is an incentive to build groups, or to avoid leveling instead, will be revealed in the coming weeks.

And the possibilities for the far future are yet unknown. Maybe more intelligent NPCs will (sooner?) react on your "Factions", or (later) can be talked into a truce. But I doubt animals will understand, they will only protect their tribe and ressources.
Title: Re: New NPC system
Post by: Eonwind on February 12, 2013, 06:43:17 pm
Please consider this: aggressive NPCs does not wander aimlessly in the map attacking anything on sight: for most of them we defined a region they are bound to, in the future they will even roam their region hunting for food.
Most of them are quite far from the trails and I should add most of them turn to face a player when sensing it. I will reveal a little "secret" at that distance they will not attack on sight, that behaviour was added to let the payer knows he was spotted and he needs to take care but he won't be chased, yet... of course if you step further you're looking for troubles and they can attack.
One thing is sure: monsters were not designed to stand like stupid object in the middle of a map.
For sure not all monsters are aggressive and not everyone will be. Explorers can still explore the map, they just need to be more careful.
Title: Re: New NPC system
Post by: Bonifarzia on February 12, 2013, 07:14:28 pm
So the NPC only attack because they think the PC is very weak. This is the real soul of this game, ... kill the weak?
No, as far as I have seen they just use a more defensive stance when attacking a player they consider more powerful than themselves. Actually, I am glad they chase you in normal stance and not in bloody, as the "kill the noobs" attitude (Xillix's noob song anyone? ;) ) would be quite counterproductive, agreed. The differences between normal and defensive stance, however, are really not that big. And the behavior to flee is probably rather triggered by a loss of health. I hope that helps.
Title: Re: New NPC system
Post by: aladedragon on February 12, 2013, 07:34:30 pm
Please consider this: aggressive NPCs does not wander aimlessly in the map attacking anything on sight: for most of them we defined a region they are bound to, in the future they will even roam their region hunting for food.

3 ulbernauts apear in the ruins in BDR1, between Nyshyn Klannarr and the Charmflower. When the DPS PC hunt, the were spread arround the map as wandering mosters and attack you in the back, the only exit is Death realm.
I have to kill a Serpent Gobble near Ukabnu in the same map. If you have to work there, has to be a safe place.
Title: Re: New NPC system
Post by: aladedragon on February 12, 2013, 07:38:59 pm
...Actually, I am glad they chase you in normal stance and not in bloody, as the "kill the noobs" attitude (Xillix's noob song anyone? ;) ) would be quite counterproductive, agreed.

hopfuly  they chase me in normal instance... would otherwise be converted into small pieces
 \\o//
Title: Re: New NPC system
Post by: Eonwind on February 12, 2013, 08:04:16 pm
3 ulbernauts apear in the ruins in BDR1, between Nyshyn Klannarr and the Charmflower. When the DPS PC hunt, the were spread arround the map as wandering mosters and attack you in the back, the only exit is Death realm.
I have to kill a Serpent Gobble near Ukabnu in the same map. If you have to work there, has to be a safe place.

their spawn rules are outside the bdroad1 ruins, same can be said for their region. In the future we'll add behaviours so they stay even more inside their chosen region, for now we avoided it not to overload the npcclient until we test the cpu usage in production.
Title: Re: New NPC system
Post by: aladedragon on February 12, 2013, 08:19:37 pm
their spawn rules are outside the bdroad1 ruins, same can be said for their region. In the future we'll add behaviours so they stay even more inside their chosen region, for now we avoided it not to overload the npcclient until we test the cpu usage in production.

Thanks  :thumbup:
Title: Re: New NPC system
Post by: cdmoreland on June 04, 2013, 02:40:16 pm
I used an alt to try to kill a tefusangling just outside Ojaveda. I was able to draw him out and almost killed him, leveling 5 magic ways, medium armor, and hammer and using a number of potions. He then teleported back into the area of the iron mine! Tried to get to him alone but was attacked by tefusangs and tefusanglings and had to flee. It was very costly for a new character to come away empty-handed without even PP's for the kill.
Title: Re: New NPC system
Post by: novacadian on June 04, 2013, 03:36:06 pm
It was very costly for a new character to come away empty-handed without even PP's for the kill.

A new character battling tefusangling? Depends on your definition of new. :)

- Nova

[Edit: BTW, love the way Tefus run (can almost hear then queeling) back to the herd when they get serious damage.]
Title: Re: New NPC system
Post by: Sen on June 04, 2013, 07:42:43 pm
I fully agree what the op said about the game's unique atmosphere. And that it should be possible to follow a non-fighters life.

But, up to now, I didn't have troubles to get past the NPCs, even those who attack you. Previously, it was possible to run through a herd of Ulbernauts; now a weak char should think before deciding to do so.
But my impression is, that it's possible to avoid the NPCs while travelling around to places of interest - please tell me if I'm mistaken. So from what I see, even with these changes it's possible to follow a peaceful life; though I also worry if that's considered with all changes to ps.

Title: Re: New NPC system
Post by: Eonwind on June 04, 2013, 07:54:28 pm
I fully agree what the op said about the game's unique atmosphere. And that it should be possible to follow a non-fighters life.

But, up to now, I didn't have troubles to get past the NPCs, even those who attack you. Previously, it was possible to run through a herd of Ulbernauts; now a weak char should think before deciding to do so.
But my impression is, that it's possible to avoid the NPCs while travelling around to places of interest - please tell me if I'm mistaken. So from what I see, even with these changes it's possible to follow a peaceful life; though I also worry if that's considered with all changes to ps.

following a peaceful life will be perfectly fine there are dangerous place for sure (and some maps are meant to be more dangerous than others) but there will always be the chance for non-fighting chars to make a living just take some care when going into the wild ;)
Title: Re: New NPC system
Post by: cdmoreland on June 07, 2013, 04:12:33 pm
Or take a someone with you to scout and defend. Might be a good idea for a guild.
Title: Re: New NPC system
Post by: Eonwind on June 07, 2013, 04:45:48 pm
Or take a someone with you to scout and defend. Might be a good idea for a guild.

 :thumbup:
Title: Re: New NPC system
Post by: Sen on June 08, 2013, 08:02:20 am
Or take a someone with you to scout and defend. Might be a good idea for a guild.

I like that idea very much. However, imho it won't be even possible to make this a realiable service with the rather few players ps has.
Title: Re: New NPC system
Post by: jowifi on August 05, 2013, 07:25:41 pm
I haven't played in a while, but I have to say I think the new NPC system needs some more adjustment to allow weaker characters to have any chance.  It's almost impossible for me to get from Hydlaa to Levrus due to the swarm of forest arangma.  I think I got stuck in 4-5 webs on one trip, and between the constant hits and the poison drain.  it's just not survivable. 
Title: Re: New NPC system
Post by: Eonwind on August 05, 2013, 09:32:43 pm
I haven't played in a while, but I have to say I think the new NPC system needs some more adjustment to allow weaker characters to have any chance.  It's almost impossible for me to get from Hydlaa to Levrus due to the swarm of forest arangma.  I think I got stuck in 4-5 webs on one trip, and between the constant hits and the poison drain.  it's just not survivable. 

You are right the forest arangmas near hydlaa are too aggressive, I will make them less aggressive.
Title: Re: New NPC system
Post by: LigH on August 05, 2013, 09:50:36 pm
:o Webs?

I don't remember any while transporting the barrels. Must be very new.
Title: Re: New NPC system
Post by: Eonwind on August 05, 2013, 10:32:33 pm
:o Webs?

I don't remember any while transporting the barrels. Must be very new.

There has been a server (and DB) update this morning LigH
Title: Re: New NPC system
Post by: jowifi on August 07, 2013, 05:19:40 pm
I've made several trips through that section and it is much more pleasant.  I've only been caught in a few webs and they don't last as long.  As long as you don't stir them up, they seem to let you pass.

Side note:  the arangma were able to shoot their webs into Levrus' shop, including the basement and 2nd floor.
Title: Re: New NPC system
Post by: BoevenF on August 08, 2013, 11:44:26 am
half an hour to spare, I tried with a new char, no significant stats. I've been battered badly just trying to pass.
It ended more or less like this:
http://psps.psde.de/images/doomed5.png (http://psps.psde.de/images/doomed5.png)

Next time I'll call my friendly spiderklyr
Title: Re: New NPC system
Post by: Roled on August 10, 2013, 01:05:51 am
half an hour to spare, I tried with a new char, no significant stats. I've been battered badly just trying to pass.
It ended more or less like this:
http://psps.psde.de/images/doomed5.png (http://psps.psde.de/images/doomed5.png)

Next time I'll call my friendly spiderklyr

 Boeven you are hysterical!
Title: Re: New NPC system
Post by: BoevenF on August 10, 2013, 08:54:01 am
I prefer "reporting the facts with joyous exaggeration"
Title: Re: New NPC system
Post by: jowifi on August 31, 2013, 04:13:07 pm
The arangma in the dungeon can still be a bit aggressive.  Sometimes I get through with no problems, but other times they attack without provocation.  The one near Zak has given me several problems.  I'm guessing that if you get within some distance, it triggers a response, but  in the dungeons, there isn't really any room to go around.  I don't mind the webs, but when they web you, attack you, and poison you,  it's no fun. 

I've had similar problems in the sewers, but usually there's enough room to go around them.
Title: Re: New NPC system
Post by: LigH on August 31, 2013, 05:31:46 pm
In such cases, your character may have a mighty tool ... a mouth to ask for reinforcements. Remember, it is a multi-player game, where roleplayed interaction between characters is not only suggested or recommended, but possibly even necessary now with these changes.

I can really recommend asking Kaerli when she is in town, she loves cuddling Ulbernauts, so flattening annoying spiders will be no issue for her.

This was not meant sarcastically. Players of characters with superhuman skill levels really need some serious appreciation, they want to enjoy playing too, therefore they need to be needed.
Title: Re: New NPC system
Post by: jowifi on September 01, 2013, 08:15:06 pm
It would be one thing if all I needed was an escort down to see Zak and back out.  But if I'm going mining for gems, I wouldn't want to waste someone's time.  I suppose something could be worked out.

On a related note, some of the Rogues in Ojaveda may need to be checked.  On a couple occasions, I've had one attack through the side of Bjorid's ultic while I'm talking to him on his hammock.  The rogue doesn't come through the ultic, but his attacks do.  I've also been attacked when I go to talk to Kisatol. Someone else told me they were attacked while cooking. 
Title: Re: New NPC system
Post by: Kaerli_Stronwylle on September 01, 2013, 09:15:10 pm
It would be one thing if all I needed was an escort down to see Zak and back out.  But if I'm going mining for gems, I wouldn't want to waste someone's time.  I suppose something could be worked out.

On a related note, some of the Rogues in Ojaveda may need to be checked.  On a couple occasions, I've had one attack through the side of Bjorid's ultic while I'm talking to him on his hammock.  The rogue doesn't come through the ultic, but his attacks do.  I've also been attacked when I go to talk to Kisatol. Someone else told me they were attacked while cooking.
The server doesn't exactly have the resources to run around doing collision detection on everyone's attacks.  Don't whine about it, take advantage of it ;)
Title: Re: New NPC system
Post by: LigH on September 01, 2013, 09:42:18 pm
You may not waste someone's time if you can find someone who shares your needs. There are even guilds with newcomer support projects who are indeed interested in supporting not only the game mechanics related activities, but also the interaction between players. So, chances are available.
__

A Massive Multiplayer Roleplaying game has different priorities than a First Person Shooter. Combat is not the most important feature of PlaneShift, only one of many ways to interact with the world.
Title: Re: New NPC system
Post by: Rigwyn on September 02, 2013, 12:37:07 am
I wouldn't want to waste someone's time. 

Dude, most folks would be thrilled to meet someone new and lend a hand. Seriously, most folks don't bite.

Keep in mind though, those who role play will most likely do only what their character would do if asked. A helpful, friendly character might gladly volunteer, a less scrupulous character might go tit for tat and give you what you want in exchange for a favor such as spying on someone for them - or bashing someone's teeth in. If it pains you to ask for help, then offer someone some tria in exchange for covering your back or helping you dig.

If you are not exactly the RP type, then look for someone who's wearing heavy armor, carrying a pick.

But look at this:

(12:44:19) [NPC] Ulbernaut thinks Elhorien Curandera is very weak
(12:44:21) [NPC] Ulbernaut attack Elhorien Curandera with normal stance

How's this?

(12:44:19) [NPC] Ulbernaut thinks Rigwyn Setson's views on polygamous interfaith relationships among Notthrirs, Lemurs and Dermorians conflict too much with the more conventional monogamous single faith views held by key members of the Octarchy including Adminison Stronghand, and that therefore, he should probably be put to a gruesome death before he has a chance to propagate them with his usual self serving twists and distortions.

(12:44:19) [NPC] Ulbernaut is agitated due to the excessively warm and humid weather and a terrible backside rash caused by his last meal of consumers and sand covered adventurers.

(12:44:21) [NPC] Ulbernaut attack Rigwyn Setson with bloody stance


:)