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Mister_Q

civilians

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npc's that walk in the big cities. like PL and wsc etc. cous the citys are so boring, you see no1..especially wsc..so i think it will be somewhat more fun to put walking ppl in, who you can talk too, some sell some stuff, like a meat vendor or i dont know, and maybe put some kids in it too (if those are possible to make) and some of the ppl give quests (if they finanly come ;) )

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Actually, I want to discuss this further with the quests and storylines dev team, after the big update. I think they have a valid point. But for now, does anyone else have anything to add, before we take this to internal discussion?

 

-Lyn-

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Well, it would be nice to make a daily life cycle for npcs. One npc at time. It would be even better with extra animation(yes hard work, but those animations would then work on pcs, too) Also some quests could be related to what an npc is doing. Maybe once a month? ;)

 

- cedox

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would be cool, if u can see village people in towns etc

 

and scavengers at some spawns or so

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NPCs you can interact with who are mobile would be hard to do, because the server doesn't know when the NPC is free to walk again (we'd have to lock player in place until they say g'bye and the window is closed in order to know that)

peasents, on the other hand, would work fine (and town guards, and whoever else that may give an answer, but not conversation)

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NPCs you can interact with who are mobile would be hard to do, because the server doesn't know when the NPC is free to walk again (we'd have to lock player in place until they say g'bye and the window is closed in order to know that)

peasents, on the other hand, would work fine (and town guards, and whoever else that may give an answer, but not conversation)

193050[/snapback]

Maybe add a timer that if there is no interaction within a certain amount of time, the NPC is willing to walk again? That would be similat to storebots and ants aborting trades.

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It be great, just if we had non-player non-interactable 'people' for the empty towns, just for the sake of it.... so it could look like a town, not a deserted place....

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Could we have some different models for peasants and townsfolk, rather than just reusing the character models?

 

Some peasent girls in dresses, serving in taverns or carrying baskets.

Town guards in surcoats with the town coat of arms emblazened.

Beggars in rags.

Rich fat merchants.

Blacksmith in leather apron.

...etc...

 

Or increase the number of body types and clothe types available to characters to give more variety throughout.

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Could we have some different models for peasants and townsfolk, rather than just reusing the character models?

 

Some peasent girls in dresses, serving in taverns or carrying baskets. 

Town guards in surcoats with the town coat of arms emblazened.

Beggars in rags.

Rich fat merchants.

Blacksmith in leather apron.

...etc...

 

Or increase the number of body types and clothe types available to characters to give more variety throughout.

193066[/snapback]

 

Needs two things:

1) Concept artwork

2) Plenty of time on Roja's hands. <--- this one is going to be a problem.

 

-Lyn-

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Or increase the number of body types and clothe types available to characters to give more variety throughout.

193066[/snapback]

Already planned, at least the clothing part...as Lyanna said, it's just a matter of available time. I, for one, can't wait for this.

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You know, It'd be interesting if most of the NPCs went into their houses at night (Victor and Mira must get tired of standing in a stall in a market 24\7). I saw this done in a rpg, and it really added to the atmosphere of the game.

Just a thought...

 

:D Dunian :battleaxe:

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Quest NPCs will be there for sure  :)

193011[/snapback]

Quest NPCs don't do anything apart from give you work.Make them ask to fight us or something :D

Edited by Gryflet

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yeh that u can only talk to NPC's when its day =)

 

and more shady ones that may even deal with antisocial people at night.

 

only that these people take a heavy price hike on items they have for sale and give you a even lower price on items you want to sell to them :D

 

hmm, i can see having routes set up between building doors in say white stone city so that a npc will spawn at a door, follow on of the paths and be removed at the other end. this way it looks like they are moving from building to building.

 

the question tho is what cpu and network traffic that this "fluff" will generate. there cant be to many as they will take up about as much cpu as a animal or monster, and those atleast serve a purpose outside of giving the world a more alive feel. there is allso extra network traffic whenever someone is observing one of these npcs move about.

 

if its done to a limited degree tho it would be nice, but we should not go overboard.

 

hmm, one way to get around this would be to deactivate said npcs whenever there is no player withing a set disance of their location.

 

that way there will be no wasted cpu used on moving npcs in areas of the world where there are no players present.

Edited by duran

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and opening hours for shops (which overlaps with hours for the taverns), etc... a small problem is that it can disadvantage the really casual player

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Closing time for taverns? npc calls last orders and then the lights dim, npc refuses to sell more claiming he'll 'lose his license'? if you have alot of charm, you can persuade him.her to arrange a lock in:)

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Closing time for taverns? npc calls last orders and then the lights dim, npc refuses to sell more claiming he'll 'lose his license'? if you have alot of charm, you can persuade him.her to arrange a lock in:)

193138[/snapback]

And the prices double during the lockin, so he can pay the fines if he is caught!

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