Other > Suggestions

Change the way town npcs behave

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Jotisz:

--- Quote from: naossano on July 17, 2012, 06:03:25 pm ---Personally, i would much prefer if those npc had better weapon and hp, so you won't mess with them.

Now, these npc basically works as scenery... They have near zero impact on the battle. Combat tactics never include them. When someone shoot one of them, he is just annoyed a few seconds, instead of being afraid and struggling for his life.

Better make them stronger, than more and more like living scenery... (or instant dying scenery)

--- End quote ---
Agreed with you 100%, and having them as a force to look out would change pvp strategic drastically toward a better one in my opinion. Since it would make players to look out for the surroundings instead of just mindlessly bursting.

avv:

--- Quote from: Jotisz on July 18, 2012, 10:05:43 am ---Agreed with you 100%, and having them as a force to look out would change pvp strategic drastically toward a better one in my opinion. Since it would make players to look out for the surroundings instead of just mindlessly bursting.
--- End quote ---

It would make things a lot worse. We don't need a new type of militia that randomly gets mad at people because they get hit accidentally. Bluesuit trolls would hide behind these npcs and try to make people shoot at them, that's already done with for example marcus in BH. Currently it's sometimes necessary to burst the whole town to freely walk there, it would be much worse if these town npcs were also dangerous.

Kelin:
If you kill an NPC it will remember you for months. The worst part is that other NPCs will help this NPC and you get surrounded. The solution could be simple, once a week (day?) the NPCs' memory should be erased so they don't attack you every time they see you, because it's terribly annoying.

Jotisz:
Accidental hit is if you get the message "oops Y was hit instead of X" and if you look at it at those times nobody turns (turned) aggressive. Remember the "shoot him he is unpro" trick from NCR?
It has worked even on NPCs. Bursting with a weapon is different then single shots although rarely you can get the "oops Y was hit instead of X" accident message but most of the time the game consider its an intended attempt at killing your enemies. And although if we look at it from the way "hey he was hiding behind that girl so I either let him kill me or kill both of them" it may sound plausible answer in a city after some post-apocalyptic situation. Governing forces would probably shoot both. The resident that is trapped and the person who hides behind him with a weapon. But Reno ain't run by players so we shouldn't be able to go around and kill the residents there for our heart content just because someone run and hid behind them. Ofcurse they shouldn't give a shit about players killing other players. Would be quite bad if all town would be guarded it would remove tc from the game which wouldn't be a good since then only Hinkly would be left for as a fighting ground.
A good solution to avoid players hiding behind NPCs would be to give them a similar AI like the encounter ones have. Though with a different dialog something like "Hey pal you are standing too close I suggest you step back before I make you"

avv:

--- Quote from: Jotisz on July 18, 2012, 10:56:01 am ---Remember the "shoot him he A good solution to avoid players hiding behind NPCs would be to give them a similar AI like the encounter ones have. Though with a different dialog something like "Hey pal you are standing too close I suggest you step back before I make you"
--- End quote ---

And when the npc tries to "make" the player to step back, he bursts the whole town.
In many situations players just have to stand next to npc for a while.
Think about it like this: if tc towns and reno were made to have pvp in them why should there be features that hinder the pvp activity? Don't let npc mess with players in situations where players don't want to mess with npc.

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