Question(s) on the game

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
TacKLed
Posts: 8
Joined: Thu Mar 21, 2013 1:02 pm

Sat Mar 23, 2013 1:50 am

Hmm... I actually have a question that came to mind while reading some of the first posts:

A lot of stuff is said and really put out there that the world does not revolve around you. With that said, does that mean that say all the characters in the world are doing their thing whether I am there or not? As in a character will meet their end outside of town whether I am there or not? 1337 told me the story of finding everyone dead in a town that he was going in to exchange someone, I believe, in my thread. That type of stuff just really interests me.

Oh, and do NPCs have daily schedules that they do that is random to each one? And does the world or town "economy" change because NPCs are buying stuff that they truly need?

Hellhound1
Posts: 153
Joined: Wed Aug 15, 2012 12:16 pm

Sat Mar 23, 2013 1:59 am

Yep. Factions will be destroyed, towns raided, merchants bullied etc, whether you're there or not. While it's still very alpha (because it's alpha) i think thats the end game.

I'm sure chris said somewhere that he trained as/was/is an AI developer, and has built a game around the AI. You're just there for the ride.
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mattig89ch
Posts: 20
Joined: Thu Mar 21, 2013 5:55 am
Location: Port Jefferson, New York

Sat Mar 23, 2013 4:17 am

Here's a question, is there another way to recruit npc's w/out spending coin? for ex. can I save a bandits life, then he'll follow me around?
Image

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1337
Posts: 944
Joined: Fri Oct 28, 2011 11:18 am
Location: Luxembourg

Sat Mar 23, 2013 9:45 am

there willl be other ways to "recruit" people. Paying people in a "recruitment center", saving people (i believe chris talked about that) or turning people (enemies) into slaves and a few others...

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

Meynolt
Posts: 144
Joined: Thu Jan 31, 2013 7:19 am

Sat Mar 23, 2013 12:56 pm

1337 wrote:Backstabbing doesn't give you a "critical hit" thing nor a "super flamming backstab of death animation" but since the enemy is blocking his front, backstabbing gets a few "free" hits in essentially, that's why i do it.
Can anyone confirm this? I always thought that the defender would turn to face the opponent when attacked, and provided the block timer wasn't on cooldown, and the block chance was successful, it would block.

Aku
Posts: 91
Joined: Fri Mar 22, 2013 1:04 pm

Sat Mar 23, 2013 2:05 pm

Meynolt wrote:
1337 wrote:Backstabbing doesn't give you a "critical hit" thing nor a "super flamming backstab of death animation" but since the enemy is blocking his front, backstabbing gets a few "free" hits in essentially, that's why i do it.
Can anyone confirm this? I always thought that the defender would turn to face the opponent when attacked, and provided the block timer wasn't on cooldown, and the block chance was successful, it would block.
I believe the instance he's referring to is if the enemy is already engaged with someone else, and the other people are positioned behind, not as in a guy stands in a forest alone, and watches you walk around him :D

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1337
Posts: 944
Joined: Fri Oct 28, 2011 11:18 am
Location: Luxembourg

Sat Mar 23, 2013 2:45 pm

Yeah i was talking about micromanaging at least two people against one foe.

In my experience, he won't be able to block everything. Especially if the enemy starts an attack animation : your guy in front will either get hit or start his block animation, while your guy behind will hit the enemy.

Another advantage is that when the enemy swings at your people : if they are together like in most cases when you don't manually manage them, they all get hit, while in my case only the guy in front gets hit or needs to block (which again provides an opening for an attack from behind).

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

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