PlaneShift

Gameplay => General Discussion => Topic started by: LigH on February 12, 2015, 01:13:25 pm

Title: Current state of faction based NPC behaviour
Post by: LigH on February 12, 2015, 01:13:25 pm
I wondered about a better place than "General discussion" for a rather developer related topic, but it wouldn't have fit better anywhere else... Either I can't make a post at all, or it is too specifically intended for a different purpose.

Reading Tua's blog about the Shikdrok's Crater project, I remembered that factions were planned to alter some attributes of NPCs, like whether they would offer a quest or not. I am curious now how far such dependencies would go. Would you ... trying to imagine an extreme ... have to expect NPCs being hostile, attacking you on approach, unless you have a specific minimum reputation in their faction? Like rogues guarding their home if you don't have, maybe, +20 in Evil or Chaos, whatever faction may exist which shall be related to a gang of rogues?

How much of that is planned at all, and maybe even already implemented in code, just lacking a sample dataset?

This feature might lead to different experiences when passing NPCs in a company, like one char being ignored, another greeted, a third attacked. If chars are organized in a game technical "Group", would NPCs have to make a decision based on something like the average of the group?
Title: Re: Current state of faction based NPC behaviour
Post by: Eonwind on February 12, 2015, 04:14:30 pm
Good question LigH! As of now the state of the faction feature is the following:
To answer your last question when NPCs fight grouped characters they don't make decision based on the group average, but they can fill in their hate list with all the group's chars. Think of the hate list like Santa's list of bad boys: who is on top don't get cookies but get some pain (or at least the NPC tries to give him some as he becomes the focus of its attack); the list is updated based on various parameter decided by the NPC script, the most common is the damage dealt by the player to the NPC (the higher the damage the higher the hate score) but can be a lot of different things like type of spell cast by the player (e.g. the NPC may especially hate the healing spellcasters) including the faction score.
Albeit the work on NPC's AI is never really over for me as of now I'm pretty happy for the current state of actions and reaction they use to do, but I'm really happy to hear from you all ay suggestion on how to improve them.  :)