Author Topic: Killing NPCs  (Read 3727 times)

winterk

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Killing NPCs
« on: June 15, 2005, 05:21:25 pm »
Can you kill the NPCs that are standing around everywhere? Do you attack them or challenge them or what?

Nilrem

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« Reply #1 on: June 15, 2005, 06:58:28 pm »
double-clik on them. that will work if you\'re on default config.
If not, select them and click an instance for the attack (normal, defensive...) by clicking those round icons with axe and shield down the spell bar.
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winterk

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« Reply #2 on: June 15, 2005, 07:16:08 pm »
So I can attack and kill harnquist?

Nilrem

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« Reply #3 on: June 15, 2005, 07:31:40 pm »
...
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winterk

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« Reply #4 on: June 15, 2005, 08:13:52 pm »
It would be interesting if one could deprive other players of a merchant by killing the merchant. Or maybe we would get a new merchant who would charge lower prices...
« Last Edit: June 15, 2005, 08:14:14 pm by winterk »

Cyrus Arckum

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« Reply #5 on: June 16, 2005, 12:00:42 am »
In the early days of CB I rember a NPC that thought that it was it\'s duty to randomly attack players, I was trieing to lure it to the plaza. Heh.

Moogie

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« Reply #6 on: June 16, 2005, 04:31:36 am »
In the future we hope there will be NPCs (such as questgivers, or just random inhabitants) that can be killed. NPCs with important functions will have their jobs replaced by newly \'born\' NPCs with randomly generated names, which allows us to have both freedom of players and realism of the world.

Minereoy

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« Reply #7 on: June 16, 2005, 05:11:38 am »
You don\'t just walk into 7eleven and shoot the guy, take his stuff and leave! Why do it in gameplay? But if you could, (just out of curiousity) what would you get if you could kill him.  If you get all of his stuff, you would get 1000\'s of trias and all the stuff players sell him. Then you would get all the stuff he sells. Or maybe only the stuff he sells.

But it just doesn\'t make sense to kill people like him.

Moogie

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« Reply #8 on: June 16, 2005, 08:23:38 am »
Exactly, which is why people probably/hopefully won\'t be doing it too often. ;)

No, I think it would probably be set up in a way that stops players getting rich off killing NPCs. Shop goods would be stored in an unbreakable chest, for example, rather than being kept on the body.

Cyrus Arckum

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« Reply #9 on: June 16, 2005, 04:31:50 pm »
Quote
Originally posted by Moogie
Exactly, which is why people probably/hopefully won\'t be doing it too often. ;)

No, I think it would probably be set up in a way that stops players getting rich off killing NPCs. Shop goods would be stored in an unbreakable chest, for example, rather than being kept on the body.


 That is completely unrealistic and ruins the already weak setting even more.

Kwip

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« Reply #10 on: June 16, 2005, 04:58:33 pm »
Quote
Originally posted by Cyrus Arckum
 That is completely unrealistic and ruins the already weak setting even more.


How is that unrealistic, is it realistic for a merchant to store all his merchandise(including swords pick axes etc) on his person? That is unless he is one of the shady types that is trying to sell people something illegal or fake.
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Nikodemus

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« Reply #11 on: June 16, 2005, 05:05:26 pm »
Quote
Originally posted by Moogie
Exactly, which is why people probably/hopefully won\'t be doing it too often. ;)

No, I think it would probably be set up in a way that stops players getting rich off killing NPCs. Shop goods would be stored in an unbreakable chest, for example, rather than being kept on the body.

It is some option, an option which isn\'t that hard to implement. But should this game be ruled by this what is more simple to implement?
The harder way would be to develop a system where murderer and thief would be punished. He would think three times before doind that, because it isnt an easy life to be chased by guards and have big problems to enter a bigger city without being caught.

Sometimes i\'m really not sure if I won\'t wake up one day to find out that everythink is messed up and even birds fly backwards because of somethink else.
« Last Edit: June 16, 2005, 05:07:11 pm by Nikodemus »



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Kiva

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« Reply #12 on: June 16, 2005, 09:24:43 pm »
Quote
That is completely unrealistic and ruins the already weak setting even more.


I dare you to reconsider your thoughts, because how realistic is it that you can kill a merchant, who is in an open shop, in the middle of a marketplace, sorrounded by loads of people, without getting noticed and still get away with all those 1000\'s of trias and axes and swords and halberds and armor pieces and everything else that he is carrying in his non-existant backpack. When that becomes realistic, we can start talking about implementing killing and looting of friendly NPCs.
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Nikodemus

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« Reply #13 on: June 17, 2005, 01:23:54 am »
Quote
Originally posted by Kiva
I dare you to reconsider your thoughts, because how realistic is it that you can kill a merchant, who is in an open shop, in the middle of a marketplace, sorrounded by loads of people, without getting noticed and still get away with all those 1000\'s of trias and axes and swords and halberds and armor pieces and everything else that he is carrying in his non-existant backpack. When that becomes realistic, we can start talking about implementing killing and looting of friendly NPCs.
You take good sword and chop off the mearchants head. So you should be able to kill a merchant. But all poeple around have to react in proper way to have a realistic enviroment.
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frostwolf10

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« Reply #14 on: June 17, 2005, 02:31:24 am »
Well, if the merchant gets killed, then the killer should get (I think this may be in SWG) a flag or condition of some sort where he may be attacked for the next 5-10 minutes by anyone in the vicinity. That way a skilled player, like an assassin of some type, could use a skill of some sort to escape, while people who are bullies and don\'t have that kind of skill get mobbed by angry shoppers and are killed. And I think GM\'s should be notified when these guys are killed, that way GM\'s can ban/warn/exact punishment upon/etc. people who constantly do such things. And maybe there could be a record somewhere about who killed what NPC. That way people could be hired to kill certain NPC\'s. Quest NPC\'s shouldn\'t be killable (is that a word?) in my opinion though.
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