Enigmatic Sage wrote: » Guard race percentile should be part of the racial dominance in node design.
Dryadez wrote: » @renadedante could probably think of a good Tulnar one
renadedante wrote: » Dryadez wrote: » @renadedante could probably think of a good Tulnar one Sorry for such a late reply! Usually I got a notification for the forums but it seems it completely ignored emailing me for like a week. lol! I definitely like the idea of having racially themed specialty npcs. I also think the as mentioned in a few other comments that the type of node should also help add a bit more specialty. For tulnar [no node specialty], gargoyles could be very cool, could even be more like gorgon type creatures. I do think it would be very nice to see not just melee guards. Thinking from a fantasy standpoint I would be more scared to get frozen to the ground from a mage or maybe like a quicksand spell instead of the typically melee charge or just knockdown. Thinking of divine node type of guards, I think it would be interesting if they have a like sense or higher aggro reach for those that are corrupted. On a slight side note, I also think that typical defensive options should be more flexible based on node type and racials if possible. Having like man eating plants, thorns, mushroom that have like paralyzing spores, as like stationary defensive options in the underrealm could be cool as well. Obviously I get that we can't get too crazy with everything, just some random ideas! Also what a good mix of ideas in this forum, wish I would have seen this sooner!
Azherae wrote: » I guess the only contribution I have to this thread is actually that I don't experience this. BDO - Guards are definitely implied to be competent, their magical abilities mostly come down to where they live. You don't generally see them actually do anything though, it's not that kind of game. Elite Dangerous - It's a game about ships. NPCs must have ships. There's very little distinction outside of 'factional stuff'. The best 'guards' and the best 'pirates' largely fly the same ships, with some limitation for AI simplification or something. FFXI - The exact opposite of the OP's concern. Not only do all the 'guards' supposedly know magic if they come from one of the places where that's the main concept, there are entire batallions of NPC casters for certain things. Every combat NPC has the same 'classes' as players available. "Heroic" ones are even stronger. Most other similar games I've played are closer to BDO where the NPCs don't actually engage in combat, but they're definitely implied to be similar to players in strength or capacity to do so, such as TL, Neverwinter, Onigiri, (and if you go further away from stricter definitions) Skyforge, The Division, etc. Basically, to me, this is the norm, not the exception, so I just end up with the feeling of 'huh? Just do it how it's normally done'.
Dripyula wrote: » It would definitely be nice and cool to have special kinds of node-Guards who also resemble a notable variety of combat classes in the game, to make their look more immersive. Not just melee's indeed.
Azherae wrote: » Well, if you haven't had a chance to experience it in the Alpha, Ashes is fitting well for me. Basically, the guards and NPC defenders in Ashes are much closer to what I described I normally experience, than your description of what you normally see. Casters and melee, to be clear. If you get into trouble outside a town or outpost, the best option is to run toward it, or sometimes to run toward the last place you saw a defense patrol. I think that last time I tested seriously, you could even get some exp if it was just 'you got into trouble and had to flee without finishing off a mostly-beaten enemy'. You still got some of the exp if the guards finished off the Goblin or whatever it was.
Dryadez wrote: » Kaelar- Knight Templars (large mounted Paladins that off heal and use a lance) Vaelune- Scorpion Riders (Riders that use the scorpion to fight for them) Py'rai- Ents (Massive ancients of the forest, bind enemies in roots and deal crushing blows) Empyrean-Juggernauts (Gold plated arcane magic being crafted by the elves, do ranged damage and melee) Dunir- Stone Golems patrol nodes (highly tanky units, draw aggro and dish out high damage) Nikua- Mud Golems/ Water elementals (aoe ability to slow enemies movement/attack speed) Vek- Cave trolls (Bulky but with moderate aoe damage) Ren'kai- Berserkers (Massive ogre like orcs, High single target damage, low defenses) Tulnar- Gorgons (the monster kind not the medusa kind maybe even do a tribute to the ones we see in Stranger Things)
AnimusRex wrote: » Arya_Yeshe wrote: » Your idea has appeal. What enfuriates me about guards in towns is that they are so stoic, always there, always ready, they are never drunk or taking bribes So... you want these elite guards to be drunk and bribable? Stoic , present and ready is kind of the Guard job description.
Arya_Yeshe wrote: » Your idea has appeal. What enfuriates me about guards in towns is that they are so stoic, always there, always ready, they are never drunk or taking bribes
Arya_Yeshe wrote: » Pay gold to the guard to ignore crimes for a certain period of time Guards often pickpocket non-citizens, while citizens are rarely affected Guards steal loot and say it was confiscate Guards can be bribed so they will ignore node enemies and enemies of the state Guards accept bribes to pose as your companions, aiding you in attacking war targets Guards sell confiscated items, including loot stolen from mobs and players, at 50% off Guards get drunk and get a 50% penalty on everything Guards be taking naps Guards, by default, should behave like a criminal gang in town, a group of leeches who constantly abuse their power. The mayor can enact policies to straighten them out as much as possible, but the guards should never be completely perfect If the node runs out of gold and resources for the edicts then social order should collapse, turning your node into a dysfunctional, impoverished state
Aszkalon wrote: » Arya_Yeshe wrote: » Pay gold to the guard to ignore crimes for a certain period of time Guards often pickpocket non-citizens, while citizens are rarely affected Guards steal loot and say it was confiscate Guards can be bribed so they will ignore node enemies and enemies of the state Guards accept bribes to pose as your companions, aiding you in attacking war targets Guards sell confiscated items, including loot stolen from mobs and players, at 50% off Guards get drunk and get a 50% penalty on everything Guards be taking naps Guards, by default, should behave like a criminal gang in town, a group of leeches who constantly abuse their power. The mayor can enact policies to straighten them out as much as possible, but the guards should never be completely perfect If the node runs out of gold and resources for the edicts then social order should collapse, turning your node into a dysfunctional, impoverished state This sounds AWESOME actually -> but how to justify that ? Is the Node a Crime-Syndicate's secret Base ?
Arya_Yeshe wrote: » How do you justify guards that are stoic and robotic in their behavior? Touché.
Arya_Yeshe wrote: » I thin k guards have to be a bit more human: flawed, relatable, and part of the living world. This will adds depth to the game and-
Dryadez wrote: » We got alot of new people on the forums, instead of making a new thread figured id dust this one off