Author Topic: NPCs that act as guides.  (Read 771 times)

zanzibar

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NPCs that act as guides.
« on: September 18, 2005, 01:30:13 am »
Since the devs are experimenting with NPCs going mobile, maybe they can also act as guides when the right question is asked.


\"Where is _____ ?\" can result in a response such as \"_____ is _______.  Would you like me to take you there?\"  Saying yes, sure, affirmate, ok, etc would then trigger the NPC into saying \"Follow me\" and walking to the location in question.


If the NPC is busy, this option won\'t appear.  If the place is too far, the option won\'t appear.  Instead, a different response will be given.


Quote from: Raa
Immaturity is FTW.

darkw00t

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« Reply #1 on: September 18, 2005, 02:55:45 am »
Charisma could raise the chance of the NPC doing this, though it won\'t be harnquist and it should be quite rare chance of this happening as a lot of people will do it, though the NPC won\'t run, he just walk at a normal character\'s pace
Eleloy Shadowfrost

zanzibar

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« Reply #2 on: September 18, 2005, 03:19:45 am »
Quote
Originally posted by darkw00t
Charisma could raise the chance of the NPC doing this, though it won\'t be harnquist and it should be quite rare chance of this happening as a lot of people will do it, though the NPC won\'t run, he just walk at a normal character\'s pace




If Charisma was a factor, then Charisma should be a factor for every other query as well.  If charisma is high enough, then you should also be able to get gifts of money and equipment from NPCs.  (I\'m not saying you\'re wrong, I\'m just saying that if it was factored in, a lot of other things should change as well.)
Quote from: Raa
Immaturity is FTW.

Rage McCloud

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« Reply #3 on: September 18, 2005, 04:22:15 am »
Im pretty sure this has been threaded before but!

Yes this is a great idea... therefore if a newbie actually READ the playersguide then they would know how to ask where things are... and they would just ask about the sewer and such and all wouldnt still be happy but it would better...
Greeting fellow adventurers!
My name is Rohnan Darosel.

Kwip

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« Reply #4 on: September 18, 2005, 06:02:33 pm »
The thing is only certain NPCs should be able to do this.  If merchants or other necessary people should wander off leading someone somewhere then it would take for ever to find them if they are needed.  Not that they should not move around but they should be able to be located without to much trouble.

Now if they could only lead someone so far from there usual station then I see much less of a problem.
Lurking in that space between -             \The\____
 trying to see what is off both ends -        -----\Mad\_____
  but the confusion and chaos looks so fun -     ------\Bard\
   that I must now jump down twixt them both and dance the dance

SuburbanPlankton

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« Reply #5 on: September 18, 2005, 06:20:19 pm »
I don\'t think this is a good idea.  There are plenty of players in the game, most of which are happy to point a newcomer in the right direction, or even escort them.  I would much rather see better signage on buildings, road signs (this way to Ojaveda), etc. to help people find their way around.

I am all in favor of NPCs being mobile, but they shouldn\'t be tour-guides.

Draklar

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« Reply #6 on: September 18, 2005, 06:33:25 pm »
Quote
Originally posted by Rage McCloud
Yes this is a great idea... therefore if a newbie actually READ the playersguide
...Which isn\'t the case ;)

Am I the only one thinking that the way it is now (newcomers asking other player characters for directions, thus automatically socialising and giving a base for some small role-play) is the way it should be?

Edit: *hugs Alvyn*
« Last Edit: September 18, 2005, 06:33:59 pm by Draklar »
AKA Skald

SuburbanPlankton

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« Reply #7 on: September 18, 2005, 06:55:10 pm »
You know, the Player Guide has a wealth of information, but there\'s also a great deal of stuff that is missing.  I read the PG before starting the game, and still had no idea what I was supposed to do when I first started.  

For example, most RPGs give you some possessions and money to start the game with, or else give you a way to acquire them for free before you really get started.  PS is different.  You start out with squat.  The first \"problem\" I had was that I had no weapon.  I needed money to buy a weapon, but I needed a weapon in order to kill monsters so that I could earn money to buy the weapon, that I needed to kill the monsters so that I could earn the money... Until someone explained to me that I could kill rats barehanded.

So I think the PG needs a bit more \"technical\" information for getting people started, but it shouldn\'t be a compendium of all the knowledge of Yliakum.  That, as Draklar pointed out, is what role-playing is for.

Remember, this was designed from the beginning to be first and foremost a Role Playing Game.  That is the reason it exists.  That\'s not to say that everything that takes away from player-player interaction is \"bad\", but just about anything which adds to it should be seen as \"good\".

zanzibar

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« Reply #8 on: September 18, 2005, 08:50:11 pm »
Quote
Originally posted by SuburbanPlankton
I needed money to buy a weapon, but I needed a weapon in order to kill monsters so that I could earn money to buy the weapon, that I needed to kill the monsters so that I could earn the money... Until someone explained to me that I could kill rats barehanded.




Thus the melee skill.....

For the record, weapons on level 0 skill are no better than melee on level 0 skill.



I agree that if NPCs were guides, it might inhibit the RP environment.
Quote from: Raa
Immaturity is FTW.