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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.
Idea: Offline Characters as Node NPCs
TheSturnOne
Member
Logged out PCs can be spawned as NPCs within Nodes, across places where Adventurers may hang out.
Essentially creating "blank" NPCs with specific dialogue options which can provide information about the areas they're in; which spawn with the name and look of a PC who happens to be offline.
As examples, having NPCs in places of crafting with commentary on unique opportunities for harvesting; or NPCs pointing out the general location of a special out of the way quest like "aye so I was adventuring over by -Insert Point of Interest in Zone- and found this individual in need of aid to -defeat or acquire quest objective.- Thing is, they were offering -sick fuckin' loot,- but I imagine I'll be wanting to gather a crew for taking care of that. I'm thinkin' when I'm rested up I'll get to that, for now, I could use a drink." I think the ideal situation might be even more vague, just NPCs mentioning a part of the zone which contains hidden goodies like a hidden path that leads to a particularly beautiful spot, or a treasure chest, or perhaps an easter egg.
But: here's the thing it's a limited pool and being reported constantly will get you banned from that feature might not even have to be limited, but still a feature you can lose access to for breaches of social conduct, bigotry, harassment, etc.
Of course I have no idea how complex such a feature would be to develop, but I think it would lend to a culture of reading NPC text as opposed to ignoring any NPC not directly relevant to one's current objectives. Developing a culture of quasi-roleplayers who notice and seek out NPCs when they reach a new zone, to perhaps gain insight into clues that lead them on exploratory journeys. It would also help make the world feel more alive; and also also, given that the NPC is essentially just wearing the skin of a PC, it can create situations where players might be introduced to another PC and see them again out in the world where they are inspired to chat with them, which could promote even more social engagement which is key to a strong MMO.
Essentially creating "blank" NPCs with specific dialogue options which can provide information about the areas they're in; which spawn with the name and look of a PC who happens to be offline.
As examples, having NPCs in places of crafting with commentary on unique opportunities for harvesting; or NPCs pointing out the general location of a special out of the way quest like "aye so I was adventuring over by -Insert Point of Interest in Zone- and found this individual in need of aid to -defeat or acquire quest objective.- Thing is, they were offering -sick fuckin' loot,- but I imagine I'll be wanting to gather a crew for taking care of that. I'm thinkin' when I'm rested up I'll get to that, for now, I could use a drink." I think the ideal situation might be even more vague, just NPCs mentioning a part of the zone which contains hidden goodies like a hidden path that leads to a particularly beautiful spot, or a treasure chest, or perhaps an easter egg.
But: here's the thing it's a limited pool and being reported constantly will get you banned from that feature might not even have to be limited, but still a feature you can lose access to for breaches of social conduct, bigotry, harassment, etc.
Of course I have no idea how complex such a feature would be to develop, but I think it would lend to a culture of reading NPC text as opposed to ignoring any NPC not directly relevant to one's current objectives. Developing a culture of quasi-roleplayers who notice and seek out NPCs when they reach a new zone, to perhaps gain insight into clues that lead them on exploratory journeys. It would also help make the world feel more alive; and also also, given that the NPC is essentially just wearing the skin of a PC, it can create situations where players might be introduced to another PC and see them again out in the world where they are inspired to chat with them, which could promote even more social engagement which is key to a strong MMO.
2
Comments
If we can do it with alts, we will be able to do this with mains.
We'll need try to get a Dev Livestream answer at some point.
I think having them appear sporadically, with dialogue options is highly unikely.
But I also love it, feels like it could be a very subtle way of providing a feeling of social awareness (players seeing other PCs and getting advice from their NPC hosts; notable players 'showing up' in local hotspots resting and relaxing after long sessions of adventuring, etc) and making the world seem alive and populated.
What if the mayor spawns in as some random adventurer? What if the voice/speech doesn't fit what you have for your character?
Maybe display them as some random patrons in a tavern, but having them interact with other people in the open world seems very tricky to me. Inside your own freehold following your chosen parameters, sure.
Ideally it would be a feature which is partially exclusive, leaving out players who've developed poor reputations for poor behaviour, but folks should definitely be able to tailor their own PC's persona through involvement or lack thereof in such spaces.
https://forums.ashesofcreation.com/discussion/52276/alts-as-npcs-on-freeholds#latest
Guild hall NPC guards would wear guild emblems, of course.
And I expect that some will have Cult Aesthetics.