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I don't mind if NPC peasants & bystanders  can be inadvertently murdered or consumed by my battle in the streets; however, please make them flee. If a group of thugs acost a group of well armed bunch of mercenaries in a world where magic exists---people would run like the dickens at the sight of such confrontation. This is not to say I'd care for NPCS to run randomly about panicked. It would be simple enough, that any NPC non-combatant would run for the nearest door--usable by the PC or not, and be otherwise and be ought of sight.

 

Please.

 

Pretty please.

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Collateal? That's so 2009...

 

But yeah, having onlookers respond logically to events and environment can add a lot to the game experience. The Witcher was wonderful that way (or at least it was for the environment part).

Edited by rjshae

"It has just been discovered that research causes cancer in rats."

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The words get tossed around quite a bit on these and other gaming forums, but immersion and verisimilitude take a swift kick to the 'nads whenever the non-combatants stand around with their collective thumb up their rump whilst fire, frost, lightning, and acid are being tossed around with abandon by two or more groups intent on killing each other. Salt is rubbed in the wound when the civic guard then goes mindlessly hostile because of the civilian deaths and a re-load is forced upon the player through no fault of their own.

Yeah, let's avoid this, please.   :getlost:

Edited by Tsuga C
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http://cbrrescue.org/

 

Go afield with a good attitude, with respect for the wildlife you hunt and for the forests and fields in which you walk. Immerse yourself in the outdoors experience. It will cleanse your soul and make you a better person.----Fred Bear

 

http://michigansaf.org/

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Yeah that title had me confused too lol, but yeah certainly a feature I'd like to see, I wouldn't image it would be too hard to implement but then again I'm not a programmer.

On a similar note seeing as Tsuga mentioned the guard it would make more sense if they appeared regardless of whether you had goaded someone into a fight or attacked them for no reason, clearly this would make an evil playthrough harder but I'm sure it could be balanced with more logical rewards :)

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im half asleep so i just read it right without looking at the spelling... yay for blurry vision

The words freedom and liberty, are diminishing the true meaning of the abstract concept they try to explain. The true nature of freedom is such, that the human mind is unable to comprehend it, so we make a cage and name it freedom in order to give a tangible meaning to what we dont understand, just as our ancestors made gods like Thor or Zeus to explain thunder.

 

-Teknoman2-

What? You thought it was a quote from some well known wise guy from the past?

 

Stupidity leads to willful ignorance - willful ignorance leads to hope - hope leads to sex - and that is how a new generation of fools is born!


We are hardcore role players... When we go to bed with a girl, we roll a D20 to see if we hit the target and a D6 to see how much penetration damage we did.

 

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Collateal?

 

That was definately supposed to be collateral. How easily a typo can make one I feel like a fool!

 

definitely ;)

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

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Collateal?

 

That was definately supposed to be collateral. How easily a typo can make one feel like a fool!

 

Definitely ;)

Fixed (both of them actually xD).

 

As for the topic and a bit of a response to Tsuga C: if a fight breaks out in the middle of the city and some sorcerer is killing civilians left and right and I engage in the fight and some NPC's get hit by my attacks and dies, that wouldn't have to trigger the guards to attack me. However, it could trigger them to attack me UNTIL the sorcerer is defeated. That could be a "condition":

 

Condition: Sorcerer is alive = Guards attack anyone who kills civilians

Sorcerer is dead = Guards approach the Player and dialogue starts~ If you killed civilians they'll ask "Why!?" and you get to choose options to keep you out of jail and if you didn't kill any civilians they might approach you and say "Good job and thank you!". 

 

Not to mention the fight could be scripted~ so even if you kill a civilian in some fireball move it could be "okay" in this situation. How often does fights break out in BG or BG2 in crowded areas with lots of civilians? It's kind of rare is it not? Oh wait... the assassins in Baldur's Gate 1. I never did any collateral damage but I remember how frustrating the first assassin is at the Friendly Arm's Inn, mainly when the guards right next to him refuses to attack.

 

Also how the NPC's seem to not react at all in Beregost or in Nashkel when you're getting attacked. Same thing with Silke in Beregost, no one cares what's going on.

 

So, whilst I think this thread is interesting with the collateral damage theme here, I think the importance of "reactivity" is a bigger theme. If someone engages you in a city, your reputation could help a little bit to change the values around what NPCs do, maybe some NPC's or commoners flee with their tails behind their legs, but maybe some go straight in and help the Player with some "NPC Abilities" (Stun, Grapple, Unarmed Combat etc.).

 

Maybe you even get into a fight and NPCs gather up around you in a circle and either cheer you on or insults you (depending on your relationship with the village).

 

Regardless, the more I think about this "NPC" reaction deal-io it sounds like stuff that'd be mostly scripted encounters or events, not just random encounters.

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