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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Joe Blow NPC #3149 From Unending Supply of NPCs at NPC-warehouse
OrcLuck
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I hate that NPCs are something that seem to regenerate in 5min. I know that killing them and them being important quest givers is also unsatisfactory, but I recommend an alternative.
Have an NPC count for the town. Important quest NPCs have trusted compatriots that will honor the bargains they've made with the quest takers.
There is an endable supply of would be hammy downy quest givers however and its your job to protect them before the supply ends.
Then you need to protect caravans of new settlers and when they arrive they eventually restock the quest, given that the quest is a problem that the general populous of the town/city would have in common.
That way if you like a certain NPC you're going to protect them because they're playing hard mode.
If a quest giver is story significant or in some way irreplaceable for a quest, they become injured, visibly from having been downed, and after a similar amount of drownings they become bed ridden.
Nothing in this world is as annoying as having godlike NPCs that never die or that don't reflect the actions the players have on them.
Man it just makes me want to punch one of the untouchable children in skyrim all over. YOUR WHOLE CHICKEN PROTECTING VILLAGE IS DEAD, DIE DAMNED YOU! (even if its only from starvation)
Have an NPC count for the town. Important quest NPCs have trusted compatriots that will honor the bargains they've made with the quest takers.
There is an endable supply of would be hammy downy quest givers however and its your job to protect them before the supply ends.
Then you need to protect caravans of new settlers and when they arrive they eventually restock the quest, given that the quest is a problem that the general populous of the town/city would have in common.
That way if you like a certain NPC you're going to protect them because they're playing hard mode.
If a quest giver is story significant or in some way irreplaceable for a quest, they become injured, visibly from having been downed, and after a similar amount of drownings they become bed ridden.
Nothing in this world is as annoying as having godlike NPCs that never die or that don't reflect the actions the players have on them.
Man it just makes me want to punch one of the untouchable children in skyrim all over. YOUR WHOLE CHICKEN PROTECTING VILLAGE IS DEAD, DIE DAMNED YOU! (even if its only from starvation)
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Comments
Iconic npcs might be able to come back from the dead doing similar jobs in other locations. You get killed repeatedly and come back, why not them?
I do like the suggestion that caravans bring in new citizens. Like if the node goes up a level several caravans (over time) bring in new citizens and the opening of new shops or new quests can be delayed if we don't protect the incoming caravans. If this were implemented I think there should also be "outgoing" caravans full of citizens when nodes de-level for any reason. Then we could slaughter all the traitors (unless they were going to another node that leveled and were being protected).
I thought the mechanic was that quest givers and such would be invulnerable except in the case of sieges and a the would not return mechanic linked to a siege loss and delevel. Since there are no factions and so far we haven't heard of corruption gain from killing npcs (in the wilderness) I can see the shits and giggles crowd killing off bank npcs and the like for the lolz regardless of guard npcs killing them. (though the confirmed exp loss from pve deaths may be a deterrent)
They already do.
You will have to recruit or save the npcs in the early exploration phase of the node establishment. If you dont, they wont be in your node later. You can find and recruit special NPCs that will open up special shops in your node.
Don't know that, very good featurefor rpg game
Totally missed that. Do you have a citation? Not saying you are wrong, but it is a new mechanic I have never heard of. It used to be all we had were livestreams, interviews, and Discord quotes for official information, now Steven drops random information in places like podcasts. Maybe I didn't read one of the new developer diaries close enough.
https://ashesofcreation.wiki/Expedition
https://ashesofcreation.com/news/2019-03-26-know-your-nodes-advance-and-destroy
https://ashesofcreation.com/news/2019-04-10-know-your-nodes-scientific-node-type
https://ashesofcreation.com/news/2019-05-32-know-your-nodes-economic-node-type
"During the Expedition stage of this Node, players will encounter merchants looking for the help of brave adventurers and curious artisans. If you choose to aid them, the once-small Expedition could grow into a sprawling Metropolis with rare items from lands afar!"
This is a quote from the Economics Node article. I just hope that this will be the case for every node. That is mainly because the name for that stage alone gives of this specific feeling: Expedition. It seems like we will have to prospect around the small camp and find resources etc to make an encampment.
A lot of assumptions masquerading as facts are also happening here.
Well... Until we get gameplay confirmation, everything that we talk about here can only be assumptions and hear-say
I for one read a piece of information that sounds so good, tgat i really hope that they are goinb to implement that for all nodes.
(It would be cool to have general npcs that spawn for every starting node: general store merchants, guard captains etc, and then special npcs that you have to find or save in the exploratory phase of the node, making that node special for its, for example, alchemy shop)
I don't have an issue with it in the first place so w/e really.
I can be a life devouring nightmare. - Grisu#1819
Mankirks wife didn't just respawn for instance.