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Should Healers be able to heal NPCs?

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Comments

  • Yes they should be able to heal NPC's but there may be problems with people who heal NPC's after attacking them to xp grind
  • CylverRayne said:

    Might have a quest to steal an Item within the Scholar's academy. Will now be an enemy from the npc’s there.
    It's stupid to become an enemy of the NPCs there if you are not discovered.
    How would they know its you who stole it?
  • Gothix said:
    CylverRayne said:

    Might have a quest to steal an Item within the Scholar's academy. Will now be an enemy from the npc’s there.
    It's stupid to become an enemy of the NPCs there if you are not discovered.
    How would they know its you who stole it?
    Detective work?  
    Perhaps there is some magical force that the item marks you with.
    I did a quest years back in EQ to earn an item that I needed and because I aided a certain NPC I was doomed to be KOS in my home city by the corrupt guards.
    By helping another player on another quest close to another city  people became KOS there.
  • CylverRayne said:

    Detective work?  
    Perhaps there is some magical force that the item marks you with.
    I'd rather not have magical 100% detection items involved, because then whats the point of trying to use your thievery skills anyway...

    Also It would be simply awful to design the game so detective work is always successful.

    There should be good thieves who can get away with it if they are skilled enough.

    If there is no chance to be good, then why play thief anyway... Just go warrior, get your force with you and rekt the place and take the item, if result will be the same.

    I always disliked games not allowing you to use your skills (it should be very hard ofc. to pull off such suscess,and not doable by everyone) to overcome obstacles, but instead just letting you, no matter how good you are, magically this NPC gets you.
  • @Gothix, I agree. If a player is caught stealing from a faction, then that faction should know. More believably there should be a time delay on which NPC's know based on how far away they are, but this might be too much.

    If no NPC sees the theft, or no PC that informs an NPC, being discovered should not be automatic. I am under the impression @CylverRayne was mentioning examples from other games, not giving a preference for Ashes. Most Bethesda games are designed where if you get caught stealing everyone immediately tries to kill you (or arrest you) and that's too extreme.

    Maybe the game can note when an item is stolen from a faction/node and if there was no culprit identified by AI or PC. Then, perhaps, they increase guard patrol for a certain duration (not necessarily increasing number of NPC guards).

    Although I do believe my post is continuing in the derailment of the OP. I still would vote Yes for healing NPC's and No for healing Mobs/Creatures/Bosses/etc..
  • Shadowbane tanked pretty quickly and then those same devs made Wiz101.
    lmao
  • I think @PlagueMonk described the difference between NPC's and monsters perfectly.  And I believe that with the information we have we should be able to heal NPC's but not monsters.  Although I do agree with @Gothix that this may create a balance issue that will need to be tested.

    The problem with healing monsters is the flagging nightmare that it creates.  If I am actively healing party A and party B is nearby and the monster being attacked by party B moves into the area of my heal does my party become PvP flagged.  For massive, open PvP, caravans and sieges, you have to flag to participate which solves this dilemma.  The flagging for PvP needs to be an overt act on the part of the participants.
  • Definite yes for me.  NPCs should be tuned so a healer with a couple of NPCs isn't OP but the healer should be able to direct heal an NPC.
  • I would take this one step further and say that healers should be able to heal monsters, too.

    "Why would you want to do that?" I hear you ask.  If you see someone fighting a monster that you want to kill, heal it up so it might kill them.  After they're dead, claim your kill.
  • In a game with open world pvp, ballance should start with pvp then ballance everything else off that... in this game where the devs are trying to be inclusive and make things relevant it makes sense to be able to heal npc guards, so with both those things in mind it is my opinion that npc guards don't need exorbitant amount of health because they can be healed... this in my mind also creates more of a need for tactics in combat and less rushing in and getting in a dps race
  • However they have already stated they have no interest in balancing for 1v1 situations but will concentrate on balancing for 8 man situations. So a single healer and 7 guards balanced vs a similar group of raiders is probably what you will see. Once alpha hits and we get to test things out and they begin to balance stuff we will see. PVE dungeons at 8 man. Depends on how tough they decide to make caravans based on size, guard contingent, and so on.
  • However they have already stated they have no interest in balancing for 1v1 situations but will concentrate on balancing for 8 man situations. So a single healer and 7 guards balanced vs a similar group of raiders is probably what you will see. Once alpha hits and we get to test things out and they begin to balance stuff we will see. PVE dungeons at 8 man. Depends on how tough they decide to make caravans based on size, guard contingent, and so on.

    It is a good thing that they are not balancing for 1v1 it allows them to make each class have a place in combat without falling into the homogenization that has plagued other games

  • However they have already stated they have no interest in balancing for 1v1 situations but will concentrate on balancing for 8 man situations. So a single healer and 7 guards balanced vs a similar group of raiders is probably what you will see. Once alpha hits and we get to test things out and they begin to balance stuff we will see. PVE dungeons at 8 man. Depends on how tough they decide to make caravans based on size, guard contingent, and so on.

    It is a good thing that they are not balancing for 1v1 it allows them to make each class have a place in combat without falling into the homogenization that has plagued other games

    Considering the number of class combos that will be available it would be near impossible to balance for a 1v1.  It's definitely going to be up to the player to decide what works best for them and how they choose to use abilities.   
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