Author Topic: NPC speed  (Read 1006 times)

Paranoia

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NPC speed
« on: February 07, 2008, 12:29:35 pm »
hello

i was thinking about NPC speed. i found post, where it is written, that same speed for everyone is needed for not allowing speed hacks.
for players i think?

my idea is to make NPC move with different speeds. i mean monsters/creatures (can i use NPC term when talking about them?).
i think Ulbers and Trepors should run faster than players.
and for example Tefusang could be slower.. im not sure with this one..
maybe all creatures should run faster than players?

you will think twice before attacking them. now it is save. you can always run away.

what do you think?

Caarrie

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Re: NPC speed
« Reply #1 on: February 07, 2008, 12:48:25 pm »
In time all will change and things like this might happen but for now things will not change as the devs have other priorities to work on atm that come before this. Not all races have to run at the same speed and not all have to walk but keep in mind that there is no guarantee that what we have now for skins and animations for the races are final.

Jonerian

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Re: NPC speed
« Reply #2 on: February 07, 2008, 05:02:40 pm »
maybe all creatures should run faster than players?

you will think twice before attacking them. now it is save. you can always run away.

Running away is an appropriate IC solution to problems. I don't see why it should be disabled altogether. It still exhausts you and you might not be able to run far enough, unless you are a ynnwn with light armor :-P

Sometimes running away wouldn't help, because the creature killed you before you were able to turn and most of the times running away helps now, is actually because the creatures get stuck at corners. Of course, this IS something that is VERY difficult to fix, but something that is thought of and put in some todo or wishlist, I guess.

Having more active NPCs is something nice though. Rats and Rogues run after me already and rogues are quite fast (if they wouldn't fail at taking corners).