Intelligent NPC and single player economy

Discussion in 'Avatars & NPCs' started by Lord_Darkmoon, Aug 10, 2015.

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  1. rune_74

    rune_74 Avatar

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    I know it was a gentle ribbing:p
     
  2. Lord_Darkmoon

    Lord_Darkmoon Avatar

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    This would be an interesting question for a hopefully future hangout about the single player mode that is NOT about the story (only).
     
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  3. docdoom77

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    Might as well wish for the moon. :p
     
  4. rune_74

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    2 years of asking for this should be an indication....
     
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  5. Lord_Darkmoon

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    Oh, how I hope for SotAs NPCs to behave like this, too:

    "Every NPC in the game will have its own routine. They get up in their own house and have breakfast there, go to work and pick the tools he or she needs. The NPC won't be carrying these tools with him or her all the time as is the case in some other games. When the working day has finished the NPC will go home again or go and do something else, like hang around in the bar. A NPC has several options of what they can do in their spare time. The choice they make is based on experience. If the blacksmith is in the pub and something nasty happens there, he will remember that and the next time, he will go and do something else. This would also mean that the NPC in the games of two different players could end up doing completely different things in their spare time.

    You are not seen as someone special in the game and are just seen as a regular guy, Henry the son of a blacksmith. You can however intervene in the behaviors of other NPCs. If you take the hammer of the blacksmith, he can't work anymore, so he needs to buy a new hammer. If you would rob a caravan, the shopkeepers in the city will not receive new supplies and will raise their prices. If you kill a bartender, the bar might be closed after, as there is no bartender anymore."

    http://www.rpgwatch.com/show/article?articleid=342
     
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