September 12th, 2008, 03:29 PM | #1 |
Join Date: Aug 2008
Posts: 27
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NPC health and exchanging knowledge?
Two quick questions for my fellow homins here:
I plan on making a scenario that involves the player with freeing Trykers from Matis control and I want to have the player actually fight with the NPC Matis Guards/Civilians. I hope to look at this more tonight but has anyone run into issues with this? I see that I can change the level from Low to high on these NPCs but I wanted to create a solo dungeon run for some of the newcomers (or returnees like me). Also, my old main character has some insane knowledge of Atys and has about 20 maps available for each zone to create a ring in while my freebie has 4 basic maps. No way to share this information between characters, right? Excuse the basic questions but I'm bored at work today and want to talk about Ryzom until I can get home to play again. |
September 12th, 2008, 03:40 PM | #2 |
Join Date: Jul 2006
Location: Germany
Posts: 271
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Re: NPC health and exchanging knowledge?
There is no share of knowledge, not even among the chars from same account. So every character who wants to run / access those maps has to collect the spawns. Sorry
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September 12th, 2008, 03:47 PM | #3 | |
Join Date: Feb 2007
Posts: 242
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Re: NPC health and exchanging knowledge?
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I share the wish indeed (and guess we are not the only ones) but got no knowledge bout ring embrel |
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September 12th, 2008, 03:53 PM | #4 | |
Join Date: Aug 2008
Posts: 27
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Re: NPC health and exchanging knowledge?
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Oh no! So if I go and create a ring scenario with my older toon who has been around the world and back and include items or maps that a player who is fairly new might not have the knowledge about, they would not even be able to access the scenario? Wow, thats a fundamental thing I missed. I have invasion mobs on the list I can include in the maps. If I added these, would this limit the encounter to only those player who have seen an invasion? When I think of the ring scenarios, I think of sort of like the penseive(sp) in Harry Potter: Go back and relive events that are not actually happening right now. I know there is no real lore behind the Ring, but that is my interpretation. |
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September 12th, 2008, 04:45 PM | #5 | |
Join Date: May 2005
Location: UTC-8: Oregon, USA
Posts: 2,476
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Re: NPC health and exchanging knowledge?
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__________________
Jelathnia, Kasarinia, KianShi, Maethro, ShuaLi, and OPaxie (Arispotle) TeiJeng (Leanon) ï = ALT+0239 | advice for mission design | Zoraï masks long-distance communication | some foods and drinks | Zoraï pictograms "Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel |
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September 12th, 2008, 06:00 PM | #6 |
Join Date: Aug 2008
Posts: 27
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Re: NPC health and exchanging knowledge?
Great! Thanks for the information. Im curious how this "access" works now. Will have to try to get a test up of these older zones and see if my newbie connects to it. I'm curious how the game responds.
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September 13th, 2008, 08:22 PM | #7 | |||
Join Date: Dec 2004
Posts: 1,331
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Re: NPC health and exchanging knowledge?
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September 13th, 2008, 10:54 PM | #8 | ||
Join Date: Aug 2008
Posts: 27
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Re: NPC health and exchanging knowledge?
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I plan on doing it still but just using bandits instead. |
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September 14th, 2008, 02:02 AM | #9 |
Join Date: Dec 2004
Posts: 1,331
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Re: NPC health and exchanging knowledge?
Oooh! Yeah, those guards are like town guards, so they're supposed to be far too powerful. Bandits are generally used when homin adversaries are needed.
The only downside of this is, you can't make two bandit groups fight eachother. So if that's what you need, one side has to be guards. |
September 15th, 2008, 03:00 PM | #10 | |
Join Date: Aug 2008
Posts: 27
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Re: NPC health and exchanging knowledge?
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Yeah, I'm running into this exact problem now. Best I could do to overcome the balance issue between the two sides is use heavily armed, 5 star cutthroats on one side and low level guards on the other side ungrouped. I then have to script the death of the guards based on the deaths of the cutthroat groups so as to make the battle seem less heroic or one sided. I want to give the battle a feel like it is large scale with homin versus homin but also give the player a chance to participate without it feeling too scripted. Chance and dice rolls leaves a little bit of variety in the battles so far but in the end it still is scripted. One of the things I think is really fun to work with is the "attack NPC/PC" switch. I'm really having a fun time with this function. Does anyone know if that when you switch acts, can you despawn in-scene elements to add to your count? (IE, get rid of those 20 barricades so you can use that number some where else?) |
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