PlaneShift
Gameplay => Wish list => Topic started by: Ashfen on May 11, 2004, 10:17:07 pm
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I know this probaly extreme and quite alot of players will call me an idiot for saying this but. I think after a period of time when there are players who are well settled into the game NPCs should be deleted.
The main reason for this is so that players who want to set up there own shop/buissiness will then get more customers rather then an NPC charcter who gets all the money.
This would help in the long run because then the game would be more player orientated and making it a funner game for merchants and tradesmen.
About quests that are given by NPCs im sure there will be a few willing players who would make a quest for players.
Im not sure if this work as well as i think it will, feel free to comment
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I guess you have a point at the Merch thing, there will be a lot more trade and buy/sell if the NPC\'s are gone, but think of all the new players that might come, an NPC will also answer questions of some stupidity, I dont think there actually are a lot of players who want to answer stupid questions.
Ofcource we could make our own guests, each guild could make a dozon and you would have plenty, but do we really want to worry about that?
But the trade flow is a very good point ^^
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I like the idea of the players controlling all of the buying and selling. After a while, I could see the NPC\'s that control the stores to be deleted.
But the other NPC\'s should still remain. Sure, players could give their own quests, but these quests would be hard to find and would probably be stupid (probably just gathering stuff for another person in exchange for money or something). They would lack depth.
As for guilds giving quests, I\'m all for that, but I could see many of the guilds not being dedicated enough to make great quests. Besides, wouldn\'t these have to be controlled by NPC\'s? If not, then the quests would probably be like the ones described in the previous paragraph. Besides, many players might not want to join a guild. NPC\'s would also have to control a banking system.
NPC\'s should stay in most cases, but they could eventually be taken from stores.
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Hold it!
NPC\'s should definitely stay on as player-hired vendors.
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I think NPCs will always be necessary to some extent- few people can afford to stand around 24 hours a day, especially in remote locations. NPC shops, etc., could be relocated to make room for player merchants. Another option might be player-hired NPCs, to gaurd things, staff shops, etc.
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Originally posted by Ashfen
I know this probaly extreme and quite alot of players will call me an idiot for saying this
........ no reply besides
KEEP NPCS
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I agree to some extent. I think certain NPC\'s should be deleted and others kept. NPC\'s that buy and sell useless items that no one could be bothered selling to players should be kept. NPC\'s that sell \"rare\" or more expensive items should be given the drop punt. Although im starting to think of circumstances where even they might be needed. I think it needs to be discussed in depth.
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I agree with dfryer, NPC are nessesary, but to solve the problem with merchants, NPCs should only sell a limited variety of goods. Take swords as an example. An NPC only sells some types of swords, but the majority of other types can only be player smithed and player sold (cant sell to NPCs, or if they are sold, the NPC cant sell them back to the public.).
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How about stock in NPC\'s shops running out? NPCs should have only limited amount of goods they can sell at the time, it would be more realistic and make NPC\'s shops less important.
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I sorta disagree with this whole thing because I always thought that NPC?s are there for mainly quests & a majority of the role-playing aspect of the game?
Also, I though NPC shops were there to sell items @ a somewhat-high-price & buy things @ a lower price then the object is actually worth, I think they sort of set the standard of buying & selling stuff, so if someone wanted to open a store, they couldn?t have there stuff overpriced to rip off there costumers or they would just buy from the NPCs?
But I do think it may be important to adjust the NPC buy/sell prices somewhat to simulate the market would be nice? If you wanted to open a store, there should be an Yliakum Market Prices Chart or something.
Also there may be some npc?s that will sell you stuff from warehouses @ a low price if you buy 20 of them, if it was a sword for example, small items means more? although this may not be good because of people working @ a blacksmith would loose out, so maybe there is a blacksmith, & if there is no blacksmith to run it, like if there offline, then a NPC comes in & takes over until someone wants to be the blacksmith, there should be able to have more then one @ a time?
Ops getting long?
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expanding on that idea, NPC shop prices should automatically fluxuate from time to time, so there will never be a \"how much does a steel broadsword cost at Bob\'s Swords?\" It will be more like, \"How much does a Steel Broadsword go for these days?\"
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Icefalcon - without NPC shops, a player market will automatically settle in on a realistic free market cost.
Zeraph - How do see NPCs adding to role playing?
Unless a player\'s role requires interfacing to mindless AI entities.
Until the NPC can be confused with a real player (has not happened yet Eliza), they should be left out.
Only exception would be ansering newbe questions - so I concede one NPC.
If you need to run your shop 24 7 then you are missing the point of role playing. Just put the \"gone fishing\" sign in the window.
But getting rid of NPCs would require that the players can do everything the devs need to have done. Giving out quests, selling rare items, filling in the story line.
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Originally posted by Samoth
Giving out quests
I cant see that working without NPCs...
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A player run town hall can give out quests - for the good of the town/city.
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Anyway, I\'ve got a question I\'ve been dying to know the answer for Venge. How many \'useless\' NPCs will there be? I mean, will cities be crowded even with few PCs there? :)
I\'ve always hated other games that are ghost towns unless there are PCs.
They could just be a general population that responds with the same info like in Baldurs Gate and those kinds of games
Noone really cares about them, but they\'re there and they can talk. :) I\'d love to see that... That\'s for sure.
* Aendar agrees.
* Grono heads off to the wish list
^_^
I believe we will have lots of NPCs in the cities eventually
Think GTA3 level
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I actually want to see more NPCs, I mean, I hate to run around in a town and see nobody, it all seems lifeless to me. and yeah, I can see something like GTA working pretty well, with the npc\'s being viable targets for the theiving skills... what good is pickpocket if you have no one to use it on.
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Several point\"s:
1. If there are no npc\'s, starting n00bs with useless items wont be able to sell these to get some money for their first ourfit
2. Players will decide the price, making all items extremely expensive or extremely cheap.
3. You have to get some luck if you need a specific item for lets say a potion, while when there are npc\'s you wont be needing to look around for 5 hours.
4. If you have a lot of items, and you want to sell them fast, you can\'t because you will still have to wait for buyers.
5. The servers will be extremely laggy, even more then they are now, because no1 will ever shut down their pc\'s. This because when they are arround they will play, and when the go to sleep or so, they will stay online with their chars in selling mode, cause there is no other way to get rid off all those unused and useless items.
6. A world without NPC\'s means a world without quests, and a world without quests is NOT a real rpg. Or do you think some1 is willing to make a character, be online 24/7 doing the same phrases over and over again.
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The idea of having an NPC\'s stock run out is an interesting one. The problems that I could see with that are that it would require a lot of information to be stored on the server even to the point that each merchant would have to have it\'s own database of items, prices, quantities, qualities, and maybe other factors such as asking price or factor based on current economy of the area. This much information for each and every NPC merchant seems like it would be a problem becuase of the possible amount of space it may take up on the server -and- the time it would take to sort through it.
The idea of an Automated selling mode is also an interesting one: I think it would require that each item in a characters posession would need to be individually valued; or even have multiple values such as \"starting price\", \"lowest price\", and maybe a bidding factor ( such as how much to respond with if the value they are offerring changes ).
just thinking...
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Originally posted by cryofame
The idea of an Automated selling mode is also an interesting one: I think it would require that each item in a characters posession would need to be individually valued; or even have multiple values such as \"starting price\", \"lowest price\", and maybe a bidding factor ( such as how much to respond with if the value they are offerring changes ).
Yeah there was a thread about that a while back...good idea if you ask me...
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Originally posted by cryofame
The idea of having an NPC\'s stock run out is an interesting one. The problems that I could see with that are that it would require a lot of information to be stored on the server even to the point that each merchant would have to have it\'s own database of items, prices, quantities, qualities, and maybe other factors such as asking price or factor based on current economy of the area. This much information for each and every NPC merchant seems like it would be a problem becuase of the possible amount of space it may take up on the server -and- the time it would take to sort through it.
The idea of an Automated selling mode is also an interesting one: I think it would require that each item in a characters posession would need to be individually valued; or even have multiple values such as \"starting price\", \"lowest price\", and maybe a bidding factor ( such as how much to respond with if the value they are offerring changes ).
just thinking...
Both systems have already been implemented into games. The stock run is out is used in rune*cough*scape, where every 3 or 4 hours the shops inventory is being reset to normal values (so all that has been sold by players wont be for sale anymore, but is destroyed) and the basic items a shop sells is set back to starting values.
The automated selling mode is already in another game (forgot the title) where you press /sell, and then a window opens. There you can set all the items you wish to sell in a seperate window, and give each of the items the price you wish for them.
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You know, when you think about it, even NPC\'s shouldn\'t be allowed to sell 24/7....
Think realisticly, there are no merchants with an unlimited amount of items. Even a player merchant would have to go and get new items periodically. But I do like the idea of having NPC\'s staff shops and so forth...
About the quests, sure there should be SOME newb orientation quests.... But besides that... the players will automatically make quests themselves without realizing it! Think about it, especially in a guild where you will have to get items for fellow guildmembers, perform special missions to get promoted, go training with your fellow members, and even going on war related campaigns against other guilds. Now I admit, this will be harder for the freelancers, but it would still work. And it would be TONS better than having thousands of people doing the same quest, over and over and over again. I mean here is a hypothetical scenario... The Blitzers guild has found a new crystal mine, but it is very hard to access because there is a BIG river seperating it from the Blitzers Guild House. So we hire bridge builders from Bloodclaw to make a bridge there... and voila! Quest made for the Bloodclaw members! They have to gather supplies, find the best spot to make the bridge, make designs for the bridge, build the bridge, and build it again if it collapses!
I think the whole idea of this being a Roleplaying game is that the quests will make themselves after a while... especially after all the functions in the game are put in.
Ah, and here is something I posted a couple of months ago about how a quest could be triggered if a spell went bad...
For example:
If you are a necromancer/shaman/spirit-talker (whatever), and you are summoning the spirit of a long dead persona. Now this persona was extremely powerful in his lifetime, so summoning his soul is going to take quite a bit of determination and skill. BUT, all of a sudden, something\'s gone bad! For some reason, you can\'t control the spell, and instead of summoning the soul of the already dead person, you partition your soul into two parts. Now there are two of you! An NPC (which would have to move and fight and the like), and you. And you have to figure out how to make your soul one now.
This is an interesting idea, because this could trigger a quest also. It\'s also interesting because of the NPC concept. This NPC could be online only when you are online.. because it is your second half. And you would have to perform a certain spell/eat a certain herb/whatever to get your soul in one piece again.
As you see... I don\'t think that we will need (waaaaay into the future when all the functions are put in) NPC triggered quests at all! I for one would like the world to evolve and have different quests all the time.
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My opininion on NPCs is that I don\'t mind if they stay as long as the Devs do some work on their interface. Every time I try to talk to them they act retarded and tell me they don\'t understand simple english...
Stupid NPCs
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I like the blacksmith idea
I think the NPC merchants and the pc merchants need to get there supply from the same place... (i.e. swords from an NPC or pc blacksmith or from adventurers selling stuff)
But the blacksmiths need to get coal and iron to work with.
They could get these from NPC miners or PCs who go dig it from the ground to gain strength...
Make a true economy out of it...
To make a sandwich you need bread to make bread you need eggs to get eggs you need a chicken to keep a chicken you need grain etc.
and in every one of these levels you could have happy coexisting PCs and NPCs the NPCs are there to make sure there is never a famine if all the PCs decide they don\'t want to run a 20th level farmer... I guess what I\'m saying is limit the resources to both the MPC and the pc and the laws of supply and demand will fall into place.
On the other end make food spoil if it hasn?t been used after a certain number of days and make swords that break.
Just some ideas on the subject.
Edit: Spelling