Author Topic: kill npc's  (Read 3071 times)

Peacer

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kill npc's
« Reply #15 on: April 18, 2006, 11:57:14 am »
edit to player 1 and 2 story

player1: hey let\'s pwn harnquist and the guards i ust got 4000 hp with 1337 z0rz sk11z
player2 Yeah i\'m in
Peacer hears teh conversation and decides to join it
Peacer: excuse me my good men, what are you perhaps talking about?
player1: we want to kill harnquist.
Peacer draws his swords to fast for the eye to catch
Peacer: oh really, if you hit him once i will help the guards and kill you instead.
Player1: ahh shut up u n00b u can\'t harm u5 w3 h4v3 teh 1337 zorz sk11z
Player1 hits harnquist for 500 damage.
Peacer cast\'s dancing death on player1
Player1 has lost the duel
Harnquist rewards Peacer with 1000 tria for saving his life
PLayer 2 hit\'s harnquist for 509 damage
Peacer cast\'s dancing death on Player 2
Player 2 has lost the duel
Harnquist rewards Peacer with 1000 tria for saving his life
Peacer sends player1 and player2 a telepatic message that echose in their heads \"next time i hear you talking about killing our town\'sfolk i will kill you before you touch him\" The voice fades echoing away
Player1 tells you: hey u n00b 1 4m g01n6 t0 pwn u and u can\'t save h4rnqu15t again u n00b
PLayer 2 tells you the same
(guildtab)Peacer sends a howl of war through the valleys to come and protect harnquist.
Peacer sees the Guardians comming to him from every angle, also the air.

Player1 and player2 respawns from death realm with player3 and goes to harnquist with lots of protection spells and sees some guardians.
The guardian mages cast dancing death on player1, 2 and 3, The guardian warriors tries to near them but only sees the ashes of player1, 2 and 3
Peacer sends player1 a telepatic message that.... \"now stay away or feel my blade before you come to the surface\"

Player1 tells you:hey u noobs try comming down here we have 1 more n0w and h3 pwns 411 0f u su><><0r5
The Guardians have killed themselves.
Battle in death realm, player1 2 and 3 get\'s killed over and over again untill they learn their lesson.

------------------------------

other thoughts.

when you attack an npc or townsfolk other players may join to, depending on their alignment whic is up to themselves.

Guards are hard but not unbeatable, they can be taken 1 by 1 but not in a pack, and the playres who doesn\'t wish for them to die will help the npc\'s or players, (usually npc\'s as they want to sell their stuff.)

the open pvp starts when a player attacks an npc then he can be attacked or helped by anyone.

Easy fix n?1 and Easy fix n?2 from zan are good to :)

Edited for language.
« Last Edit: November 20, 2006, 02:49:27 am by Karyuu »
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Cyl

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« Reply #16 on: April 18, 2006, 12:14:33 pm »
Quote
Originally posted by Bebel
Quote
Originally posted by Cyl
kill, kill, kill.

Isnt it enough that you can kill each other?


are we playing the same mmorpg? I\'m playing PS and no, we can\'t kill each other...


Ohh did they take out the /challenge command?
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Thoronador

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« Reply #17 on: April 18, 2006, 12:44:26 pm »
Quote
Originally posted by Peacer
edit to player 1 and 2 story

player1: hey let\'s pwn harnquist and the guards i ust got 4000 hp with 1337 z0rz sk11z
player2 Yeah i\'m in
Peacer hears teh conversation and decides to join it
Peacer: excuse me my good men, what are you perhaps talking about?
player1: we want to kill harnquist.
Peacer draws his swords to fast for the eye to catch
Peacer: oh really, if you hit him once i will help the guards and kill you instead.
Player1: ahh shut up u n00b u can\'t harm u5 w3 h4v3 teh 1337 zorz sk11z
Player1 hits harnquist for 500 damage.
Peacer cast\'s dancing death on player1
Player1 has lost the duel
Harnquist rewards Peacer with 1000 tria for saving his life
PLayer 2 hit\'s harnquist for 509 damage
Peacer cast\'s dancing death on Player 2
Player 2 has lost the duel
Harnquist rewards Peacer with 1000 tria for saving his life
Peacer sends player1 and player2 a telepatic message that echose in their heads \"next time i hear you talking about killing our town\'sfolk i will kill you before you touch him\" The voice fades echoing away

[...]

The idea itself is not bad, but there are a few problems:
First, magic is not that strong at the moment, so you cannot kill any players (no matter if newbies or powerlevelers) after you cast any spell only once. Chances are good a newbie with a standard weapon would kill you before you\'ve casted enough spells to kill him. Sad, but true.
Second, there is no guarantee that there always will be some players around who try to stop other players from killing a merchant/ NPC.
(And, third, there\'s no \"dancing death\" spell at the moment.;))

I think players should not be able to attack or even kill any merchants or trainers at all. Otherwise we would soon see powerlev... er, players with high stats and skills who camp merchants and kill them as soon as the respawn. And nobody can really want such a thing.


Quote
Originally posted by Peacer
other thoughts.

when you attack an npc or townsfolk other players may join to, depending on their alignment whic is up to themselves.

Guards are hard but not unbeatable, they can be taken 1 by 1 but not in a pack, and the playres who doesn\'t wish for them to die will help the npc\'s or players, (usually npc\'s as they want to sell their stuff.)

the open pvp starts when a player attacks an npc then he can be attacked or helped by anyone.

Easy fix n?1 and Easy fix n?2 from zan are good to :)

Well, if you really can\'t help but want to be able to attack merchants, there should be some limitations:

- \"Zan\'s easy fix\" #1 and #2
- \"Thoronadors fix #1\":
Guards should be hard to kill (hard as in \'nearly impossible\'), even for players with high/ maximized stats.
- \"Thoronador\'s fix #2\":
Players should not be able to kill the same merchant twice in a row (in order to avoid that the same merchant is killed again and again).


I hope that the devs won\'t allow players to kill merchants, but if they do so (for any mad reason), they should include some features which heavily discourage players to attack merchants.

Knowledge is power, if you know how to apply it.

zanzibar

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« Reply #18 on: April 18, 2006, 07:49:11 pm »
If there are generic randomized merchants with generated names, sure -- kill them.
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Zan

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« Reply #19 on: April 18, 2006, 10:21:41 pm »
Quote
Originally posted by zanzibar
Words and phrases like \"impervious\" and \"open PVP\" make me nervous.


Maybe if you keep them in their given context they won\'t make you so nervous ;) I talked about impervious and open PvP under very strict conditions.
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Peacer

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« Reply #20 on: April 21, 2006, 10:35:22 am »
@thoronador: my example was from if the game was fully developed ;). Where magic will be a lot more powerful than before ;). And who knows, maybe there is a dancing death spell at that time hehe, (swouldn\'t bother me :P)

but camping an npc that drops 3 trias and you get guards after you could give some good rp stuff for ppl who likes challenges and difficult problems, as an evil character. If you kill the same merchant npc right after it spawns. Well then the whole guardcommand will show up behind if the merchant isn\'t a follower of any god, and if he/she is, that god could come hit you after you do it twice.
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derwoodly

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« Reply #21 on: April 21, 2006, 02:28:01 pm »
The \"easy button\" on this one is just leave NPC\'s as unattackable. I actually like this solution because it avoids the acidental newbie attack and instadeath that other games have.  You can think of it as the NPC\'s have their duel option set to auto decline.

I personally dislike the high level guard that kills you in one hit, but lets clackers, rats, and rouges run rampant through the sewers and roads and whatnot.

For those of you who care there are some more detailed threads on this arguement in the PvP forum.  One like this.

http://www.planeshift3d.com/wbboard/thread.php?threadid=15973&boardid=21

zanzibar

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« Reply #22 on: April 21, 2006, 08:25:43 pm »
Quote
Originally posted by derwoodly
I personally dislike the high level guard that kills you in one hit, but lets clackers, rats, and rouges run rampant through the sewers and roads and whatnot.



When was the last time you  saw a rogue in the city?
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Zan

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« Reply #23 on: April 21, 2006, 10:50:49 pm »
Akkaio is full of them, Zanz. so Derwoodly does have a point. Personally I dislike seeing those rogues in the city, especially if you can\'t get rid of them since they keep respawning. It wouldn\'t be unrealistic that a rogue manages to sneak past the city walls from time to time but if it\'s killed it shouldn\'t respawn inside the town a few minutes later, half an hour at the very least or simply respawn outside.

Also city guards should of course engage hostile NPC\'s when they encounter them on their pratrols.
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Tyrnal Relhorn, Captain of the Vaalguard
Thromdir Shoake, Merchant
Giorn Kleaver, Miner.

Grayne Dholm, Follower of Dakkru

zanzibar

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« Reply #24 on: April 21, 2006, 10:54:01 pm »
Quote
Originally posted by Zan
Akkaio is full of them, Zanz. so Derwoodly does have a point. Personally I dislike seeing those rogues in the city, especially if you can\'t get rid of them since they keep respawning. It wouldn\'t be unrealistic that a rogue manages to sneak past the city walls from time to time but if it\'s killed it shouldn\'t respawn inside the town a few minutes later, half an hour at the very least or simply respawn outside.

Also city guards should of course engage hostile NPC\'s when they encounter them on their pratrols.



I agree that rogues shouldn\'t be past the city walls.  Then again, there aren\'t any guards in Akkaio, just merchants and workers.
Quote from: Raa
Immaturity is FTW.

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« Reply #25 on: April 21, 2006, 10:54:35 pm »
Last time I checked there weren\'t any gards around to do patrols in Akk,  has this changed?