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Tugor Orgasm Donor
Joined: 18 Oct 2003 Posts: 1483 Location: Yeah. . .right.
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Posted: Wed Feb 23, 2005 11:51 pm Post subject: Good aligned critter suggestion |
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I think it would be cool if some(the 'intelligent\sentient ones make the most sense), if not all, good aligned NPC's would attack evil PC's at will. _________________ It is better to be pissed off than pissed on. |
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Daedalus Local Pimp
Joined: 04 Jul 2004 Posts: 380
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Posted: Wed Feb 23, 2005 11:54 pm Post subject: Re: Good aligned critter suggestion |
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Tugor wrote: |
I think it would be cool if some(the 'intelligent\sentient ones make the most sense), if not all, good aligned NPC's would attack evil PC's at will. |
I'm all for it, but since guards are good and there are younger evil people, traveling through that area may pose a problem for some of them. Without the engagement system at least. _________________
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Tugor Orgasm Donor
Joined: 18 Oct 2003 Posts: 1483 Location: Yeah. . .right.
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Posted: Thu Feb 24, 2005 12:05 am Post subject: |
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Guards would be an exception since they aren't in a designated hunting area. Originally, they weren't even supposed to be killable heh. _________________ It is better to be pissed off than pissed on. |
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Daedalus Local Pimp
Joined: 04 Jul 2004 Posts: 380
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Posted: Thu Feb 24, 2005 12:09 am Post subject: |
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Tugor wrote: |
Guards would be an exception since they aren't in a designated hunting area. Originally, they weren't even supposed to be killable heh. |
I still think it would cause other problems for people to bitch about. _________________
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soundless EIGHT YEARS OLD!!!
Joined: 22 May 2004 Posts: 5970 Location: Spaceship
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Posted: Thu Feb 24, 2005 12:11 am Post subject: |
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maybe the good aligned critters wouldnt auto attack unless the character was a a deviant or worse. _________________ A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death. |
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Brokyn LLAMA SECHS
Joined: 19 Oct 2002 Posts: 3648 Location: Northern Georgia
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Posted: Thu Feb 24, 2005 12:13 am Post subject: |
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Shouldn't this work in reverse as well?
We'll have ourselves a good ol' fashioned feud!
--William _________________
Haelrahv Wiki!
++Brown Nosing Points |
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soundless EIGHT YEARS OLD!!!
Joined: 22 May 2004 Posts: 5970 Location: Spaceship
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Posted: Thu Feb 24, 2005 12:15 am Post subject: |
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Brokyn wrote: |
Shouldn't this work in reverse as well?
We'll have ourselves a good ol' fashioned feud!
--William |
i can't think of a single evil critter that isnt already aggressive.
although it would be cool to see evil critters be non aggressive to evil characters. _________________ A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death. |
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Daedalus Local Pimp
Joined: 04 Jul 2004 Posts: 380
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Posted: Thu Feb 24, 2005 12:17 am Post subject: |
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soundless wrote: |
maybe the good aligned critters wouldnt auto attack unless the character was a a deviant or worse. |
I'm guessing you meant miscreant or worse, but what I'm getting at is ... Let's say I want to get a level 10 miscreant killed, all I would have to do is drag him to Koru Hunters. _________________
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Tugor Orgasm Donor
Joined: 18 Oct 2003 Posts: 1483 Location: Yeah. . .right.
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Posted: Thu Feb 24, 2005 12:18 am Post subject: |
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Perhaps only the higher level ones then. It would make sense for them to have the sense alignment power. _________________ It is better to be pissed off than pissed on. |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Thu Feb 24, 2005 2:48 am Post subject: |
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This subject has come up before - there's a thread somewhere dedicated to it. However, I personally believe this to be something that doesn't make sense unless the good-aligned creature has the ability to detect alignment, which is entirely possible, but not common.
So, I could see it for a limited number of things. However, good and evil acts also modify a second hidden attribute - notoriety. When implemented, it is intended that some NPC's act differently toward people based on notoriety. For the most part notoriety scales like your alignment does, but the amount of adjustment up or down per act differs from that of alignments.
All players currently gain positive (popular) or negative (disliked) notoriety based on the same sorts of acts that modify alignment, so you all have a notoriety rating right now... it just doesn't DO anything at this time. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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