Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Ideas for NPCs and their appropriate houses
ArchivedUser
Guest
I have this ideas for NPCs and their appropriate houses in bigger cities:
Hairdresser (Cosmetics):
Identification: A building with a pair of scissors on a shield/piece of wood etc above the door.
Function: Changing the own hair style, color etc. Maybe even piecings, tattoos and makeup.
Priest/Cleric:
Identification: A temple, church or shrine
Function 1: Respawn point for dead adventurers. Saved by the gods from perma death.
Function 2: Changing secondary class and maybe (I would like it very much) even the first/main class.
Function 3: Teaches the adventurer new Cleric Skills. Based on the level of the adventurer.
Military recruiter/Chef of the town guards:
Identification: Military barracks with straw puppets for melee training. NPC Soldats train there on the day.
Function 1: Let you hire an amount of soldats from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Tank, Fighter Skills. Based on the level of the adventurer.
Master archer of the town guards:
Identification: Next to the military baracks on a bow shooting field with targets at the end. NPC Soldats shoot and train here.
Function 1: Let you hire an amount of soldats from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Ranger Skills. Based on the level of the adventurer.
Master scout of the town guards:
Identification: Next to the military baracks.
Function 1: Let you hire an amount of rouges from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Rouge Skills. Based on the level of the adventurer.
Head of university:
Identification: Big university building with students on the campus.
Function 1: Let you hire an amount of mages for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Mage, Summoner Skills. Based on the level of the adventurer.
Famous Bard:
Identification: Stands in the city tavern and sings songs all day.
Function : Teaches the adventurer new Bard Skills. Based on the level of the adventurer.
That were just some ideas I wanted to bring to you guys. I am very open for diskussions, changes and improvements. I hope that the devs read this and get inspired from it. Maybe they were already thinking about all that.
My main goal with these NPCs is to avoid those instant learning of skills in the wild and global menues were you manage absolutly everything. Additionally it brings a lot more emersion and life into the cities.
Regards
Garretton
Hairdresser (Cosmetics):
Identification: A building with a pair of scissors on a shield/piece of wood etc above the door.
Function: Changing the own hair style, color etc. Maybe even piecings, tattoos and makeup.
Priest/Cleric:
Identification: A temple, church or shrine
Function 1: Respawn point for dead adventurers. Saved by the gods from perma death.
Function 2: Changing secondary class and maybe (I would like it very much) even the first/main class.
Function 3: Teaches the adventurer new Cleric Skills. Based on the level of the adventurer.
Military recruiter/Chef of the town guards:
Identification: Military barracks with straw puppets for melee training. NPC Soldats train there on the day.
Function 1: Let you hire an amount of soldats from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Tank, Fighter Skills. Based on the level of the adventurer.
Master archer of the town guards:
Identification: Next to the military baracks on a bow shooting field with targets at the end. NPC Soldats shoot and train here.
Function 1: Let you hire an amount of soldats from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Ranger Skills. Based on the level of the adventurer.
Master scout of the town guards:
Identification: Next to the military baracks.
Function 1: Let you hire an amount of rouges from the town for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Rouge Skills. Based on the level of the adventurer.
Head of university:
Identification: Big university building with students on the campus.
Function 1: Let you hire an amount of mages for escorting your caravan. (Amount depends of the size of the city)
Function 2: Teaches the adventurer new Mage, Summoner Skills. Based on the level of the adventurer.
Famous Bard:
Identification: Stands in the city tavern and sings songs all day.
Function : Teaches the adventurer new Bard Skills. Based on the level of the adventurer.
That were just some ideas I wanted to bring to you guys. I am very open for diskussions, changes and improvements. I hope that the devs read this and get inspired from it. Maybe they were already thinking about all that.
My main goal with these NPCs is to avoid those instant learning of skills in the wild and global menues were you manage absolutly everything. Additionally it brings a lot more emersion and life into the cities.
Regards
Garretton
0