Author Topic: New NPC system  (Read 6570 times)

aladedragon

  • Traveller
  • *
  • Posts: 48
  • Elhorien
    • View Profile
    • La cueva del tigre
New NPC system
« on: February 12, 2013, 02:00:22 pm »
In the few weeks that I play PS, I have been pleased with their community of players, it's amazing. I thought I had found a place to play, to express myself and do away from the violence.
Had finally found a game that violence was not necessary to advance. A world that could be as peaceful as the player wishes.
I liked it from the beginning, that atmosphere of peace and tranquility coupled with relaxing music. Players sitting on the top of a quiet hill, fishing.
  Recent changes in the management of NPC AI make the game more fun for those PC strong fighters hunting enthusiasts. But for the other people who like to run the maps, explore the hills or just pickup some charmflowers ... of course you can, and the NPC AI can send you a monster to kill you.
Why?, Do not know, maybe another player's head right off and ended up in a different place to its point of origin.

This game has a slick set design and a great community of players. Please continue to make this game different from the rest, focused on killing and killing ....
At least the news of weddings in the game remind me that love overcomes violence.

Kisses and hugs for everyone.
<3
Elhorien

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: New NPC system
« Reply #1 on: February 12, 2013, 02:43:24 pm »
Erelenga Karal, Dean of Stalactite Studies in the Yliakum University of the Knowledge Seekers, will enjoy giving you lessons in ranger skills... ;)

And many others too, I believe.

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

aladedragon

  • Traveller
  • *
  • Posts: 48
  • Elhorien
    • View Profile
    • La cueva del tigre
Re: New NPC system
« Reply #2 on: February 12, 2013, 04:28:17 pm »
Erelenga Karal, Dean of Stalactite Studies in the Yliakum University of the Knowledge Seekers, will enjoy giving you lessons in ranger skills... ;)

And many others too, I believe.

And there are PC who help me... a loot. without help this game is boring.

But look at this:

(12:44:19) [NPC] Ulbernaut thinks Elhorien Curandera is very weak
(12:44:21) [NPC] Ulbernaut attack Elhorien Curandera with normal stance

So the NPC only attack because they think the PC is very weak. This is the real soul of this game, ... kill the weak?
You need more than a GPL license to make something different. So if you are a Titan PC you will not be attacked?

Sorry I disapprove this I disapprove of such methods. Simply by being a weak Pc be attacked.
It's your world, your*1 rules, your decisions. All I can do is complain and write one proverb:

An old man, sitting by the fire, tells his grandson:

-I have two wolves fighting in my heart:
One is full of anger, rage, violence.
The other is full of love, compassion, affection.

- Which of them will win the fight, Grandpa? - Asked the grandson.

To which the grandfather replied:

- "The one I feed."

*1 Referring to the programming community
Elhorien

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: New NPC system
« Reply #3 on: February 12, 2013, 04:50:33 pm »
Hey, NPC AI is developing! We are just one step further. Many steps lie ahead.

Before the new release, NPCs did not evaluate their opponents at all, they were either hostile (attacking any player in aggro range) or docile (self-defending only when attacked), if aggressive at all (not a merchant).

Now they already decide whether they shall attack or flee. It may happen that you bring them down to a low level of health, and suddenly they run away to have time to heal themselves. This is now indeed more challenging.

If it is an incentive to build groups, or to avoid leveling instead, will be revealed in the coming weeks.

And the possibilities for the far future are yet unknown. Maybe more intelligent NPCs will (sooner?) react on your "Factions", or (later) can be talked into a truce. But I doubt animals will understand, they will only protect their tribe and ressources.
« Last Edit: February 12, 2013, 04:56:07 pm by LigH »

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

Eonwind

  • Developers
  • Hydlaa Notable
  • *
  • Posts: 815
    • View Profile
Re: New NPC system
« Reply #4 on: February 12, 2013, 06:43:17 pm »
Please consider this: aggressive NPCs does not wander aimlessly in the map attacking anything on sight: for most of them we defined a region they are bound to, in the future they will even roam their region hunting for food.
Most of them are quite far from the trails and I should add most of them turn to face a player when sensing it. I will reveal a little "secret" at that distance they will not attack on sight, that behaviour was added to let the payer knows he was spotted and he needs to take care but he won't be chased, yet... of course if you step further you're looking for troubles and they can attack.
One thing is sure: monsters were not designed to stand like stupid object in the middle of a map.
For sure not all monsters are aggressive and not everyone will be. Explorers can still explore the map, they just need to be more careful.

Bonifarzia

  • Hydlaa Notable
  • *
  • Posts: 718
    • View Profile
Re: New NPC system
« Reply #5 on: February 12, 2013, 07:14:28 pm »
So the NPC only attack because they think the PC is very weak. This is the real soul of this game, ... kill the weak?
No, as far as I have seen they just use a more defensive stance when attacking a player they consider more powerful than themselves. Actually, I am glad they chase you in normal stance and not in bloody, as the "kill the noobs" attitude (Xillix's noob song anyone? ;) ) would be quite counterproductive, agreed. The differences between normal and defensive stance, however, are really not that big. And the behavior to flee is probably rather triggered by a loss of health. I hope that helps.

aladedragon

  • Traveller
  • *
  • Posts: 48
  • Elhorien
    • View Profile
    • La cueva del tigre
Re: New NPC system
« Reply #6 on: February 12, 2013, 07:34:30 pm »
Please consider this: aggressive NPCs does not wander aimlessly in the map attacking anything on sight: for most of them we defined a region they are bound to, in the future they will even roam their region hunting for food.

3 ulbernauts apear in the ruins in BDR1, between Nyshyn Klannarr and the Charmflower. When the DPS PC hunt, the were spread arround the map as wandering mosters and attack you in the back, the only exit is Death realm.
I have to kill a Serpent Gobble near Ukabnu in the same map. If you have to work there, has to be a safe place.
Elhorien

aladedragon

  • Traveller
  • *
  • Posts: 48
  • Elhorien
    • View Profile
    • La cueva del tigre
Re: New NPC system
« Reply #7 on: February 12, 2013, 07:38:59 pm »
...Actually, I am glad they chase you in normal stance and not in bloody, as the "kill the noobs" attitude (Xillix's noob song anyone? ;) ) would be quite counterproductive, agreed.

hopfuly  they chase me in normal instance... would otherwise be converted into small pieces
 \\o//
Elhorien

Eonwind

  • Developers
  • Hydlaa Notable
  • *
  • Posts: 815
    • View Profile
Re: New NPC system
« Reply #8 on: February 12, 2013, 08:04:16 pm »
3 ulbernauts apear in the ruins in BDR1, between Nyshyn Klannarr and the Charmflower. When the DPS PC hunt, the were spread arround the map as wandering mosters and attack you in the back, the only exit is Death realm.
I have to kill a Serpent Gobble near Ukabnu in the same map. If you have to work there, has to be a safe place.

their spawn rules are outside the bdroad1 ruins, same can be said for their region. In the future we'll add behaviours so they stay even more inside their chosen region, for now we avoided it not to overload the npcclient until we test the cpu usage in production.

aladedragon

  • Traveller
  • *
  • Posts: 48
  • Elhorien
    • View Profile
    • La cueva del tigre
Re: New NPC system
« Reply #9 on: February 12, 2013, 08:19:37 pm »
their spawn rules are outside the bdroad1 ruins, same can be said for their region. In the future we'll add behaviours so they stay even more inside their chosen region, for now we avoided it not to overload the npcclient until we test the cpu usage in production.

Thanks  :thumbup:
Elhorien

cdmoreland

  • Hydlaa Citizen
  • *
  • Posts: 472
  • Main: Waesed Waesech
    • View Profile
    • Ad Libertatem
Re: New NPC system
« Reply #10 on: June 04, 2013, 02:40:16 pm »
I used an alt to try to kill a tefusangling just outside Ojaveda. I was able to draw him out and almost killed him, leveling 5 magic ways, medium armor, and hammer and using a number of potions. He then teleported back into the area of the iron mine! Tried to get to him alone but was attacked by tefusangs and tefusanglings and had to flee. It was very costly for a new character to come away empty-handed without even PP's for the kill.

novacadian

  • Hydlaa Notable
  • *
  • Posts: 962
    • View Profile
Re: New NPC system
« Reply #11 on: June 04, 2013, 03:36:06 pm »
It was very costly for a new character to come away empty-handed without even PP's for the kill.

A new character battling tefusangling? Depends on your definition of new. :)

- Nova

[Edit: BTW, love the way Tefus run (can almost hear then queeling) back to the herd when they get serious damage.]
« Last Edit: June 04, 2013, 03:40:48 pm by novacadian »

Sen

  • Hydlaa Notable
  • *
  • Posts: 746
    • View Profile
Re: New NPC system
« Reply #12 on: June 04, 2013, 07:42:43 pm »
I fully agree what the op said about the game's unique atmosphere. And that it should be possible to follow a non-fighters life.

But, up to now, I didn't have troubles to get past the NPCs, even those who attack you. Previously, it was possible to run through a herd of Ulbernauts; now a weak char should think before deciding to do so.
But my impression is, that it's possible to avoid the NPCs while travelling around to places of interest - please tell me if I'm mistaken. So from what I see, even with these changes it's possible to follow a peaceful life; though I also worry if that's considered with all changes to ps.

.....also a saddle that won't pinch the tail. One day!

Eonwind

  • Developers
  • Hydlaa Notable
  • *
  • Posts: 815
    • View Profile
Re: New NPC system
« Reply #13 on: June 04, 2013, 07:54:28 pm »
I fully agree what the op said about the game's unique atmosphere. And that it should be possible to follow a non-fighters life.

But, up to now, I didn't have troubles to get past the NPCs, even those who attack you. Previously, it was possible to run through a herd of Ulbernauts; now a weak char should think before deciding to do so.
But my impression is, that it's possible to avoid the NPCs while travelling around to places of interest - please tell me if I'm mistaken. So from what I see, even with these changes it's possible to follow a peaceful life; though I also worry if that's considered with all changes to ps.

following a peaceful life will be perfectly fine there are dangerous place for sure (and some maps are meant to be more dangerous than others) but there will always be the chance for non-fighting chars to make a living just take some care when going into the wild ;)

cdmoreland

  • Hydlaa Citizen
  • *
  • Posts: 472
  • Main: Waesed Waesech
    • View Profile
    • Ad Libertatem
Re: New NPC system
« Reply #14 on: June 07, 2013, 04:12:33 pm »
Or take a someone with you to scout and defend. Might be a good idea for a guild.