NPC Strength


  • TF#10 - CONSUL

    @mazikar said in NPC Strength:

    Making guards nearly impossible to kill is only going to push people to become strong enough to kill them. EverQuest proved it. Every major starting city was wiped out, just to say it could be done. Why? The developers said it would be impossible. They also did not create loot tables on dragons right away because they said they were currently unkillable with the item sets players had.... we killed them all... even without loot. Just to say it could be done. That is the nature of MMO's. Everything that can die will die.

    Yeah, that is true. Most people aren't suggesting super-elite guards like that. Instead, they are suggesting they be strong enough to make the rules matter, so that somebody coming by in the middle of the night can't just gank somebody, laugh at the guard, and then run off again easily if that's against the local rules.

    Making them stupid strong is a challenge to go kill them. Making them a viable threat that is strong enough to almost always beat one player running around is... making the rules matter at least a little. That's all anyone here is asking for on Syn. imo.


  • TF#12 - PEOPLE'S HERALD

    Jairone, this is a full loot open PvP MMO.

    If you have problem with "gank squads" as you call them, you can play on Arboreus, a whole planet made just for you without those gank squads.

    If you want to travel to other planets, make sure you prepare accordingly and go with a team, or suffer the consequences.

    Do not ask to implement OP NPC guards to protect you...


  • TF#12 - PEOPLE'S HERALD

    Personally, I think that all guards should have strength scaling with their experience at the job regardless of which planet they're on. If someone takes the time to keep a NPC on gaurd duty for 1-2 real world years, that guard should be really strong. Conversely, if you just slap a NPC on duty for an emergency, they should be relatively weak.


  • TF#7 - AMBASSADOR

    To maintain a good player base the game will have to find the balance between pvp and pve.

    One one end of the player spectrum you have people who only want to PVE.. may not want to fight anything at all, just craft and explore. The other side of the spectrum are PVP'ers that don't want any limits on how, who, what or when they can PVP.

    Most players will fit somewhere in the middle. Putting meaningful town guard on the human world could help differentiate it from the demon world and cater more to the medial group who like both.


  • TF#10 - CONSUL

    @trelia Exactly what so many of us have been saying, but... apparently some people aren't satisfied with one planet being a complete free for all, and will take everything said and try to claim it is making it a 'PvE' world. Good luck convincing them!


  • TF#7 - AMBASSADOR

    I see people are running their mouths about a currently near-non-existent game 4 years before its release date, as usual. -_-


  • TF#1 - WHISPERER

    @fibs Ahh but the alphas are slated to be much sooner then that, clearly thats close enough for us to bicker to our hearts content.

    On a more serious note it does allow the developers to gauge how the current potential player base feels. yada yada yada something something something we just like to complain and argue?


  • TF#12 - PEOPLE'S HERALD

    Steel is molded while it's hot. Later on when only engravings are left to do, it's too late to re design the blade itself.


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