דמויות ללא שחקן
קפיצה לניווט
קפיצה לחיפוש
↑ שידור חי, 2020-02-28 (47:45).
↑ שידור חי, 2020-07-31 (1:54:45).
↑ רֵאָיוֹן, 2021-02-07 (31:37).
↑ 4.0 4.1 שידור חי, 2024-02-29 (53:17).
↑ 5.0 5.1 5.2 רֵאָיוֹן, 2023-07-09 (1:32:45).
↑ שידור חי, 2022-03-31 (1:13:00).
↑ רֵאָיוֹן, 2020-07-08 (57:46).
↑ שידור חי, 2019-11-22 (17:59).
↑ 9.0 9.1 פודקאסט, 2021-04-11 (15:55).
↑ 10.0 10.1 10.2 שידור חי, 2023-07-28 (1:19:55).
↑ שידור חי, 2023-02-24 (1:22:04).
↑ שידור חי, 2021-12-23 (1:26:36).
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- דמויות ללא שחקן come and go as required by game mechanics, such as node progression.[3]
- Players will not be able to kill non-combat NPCs such as quest givers and vendors.[4][5]
- We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4] – Margaret Krohn
- During sieges or monster coin events, non-combat NPCs may despawn. If their service buildings are damaged or destroyed by the siege or event they may not respawn until their buildings are repaired or rebuilt.[5][6][7][8]
- During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5] – Steven Sharif
- Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
- Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9] – Steven Sharif
- NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
- Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
- A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10] – Steven Sharif