NPC guards
NPC guards will kill corrupted players on sight.[2][3][4]
- NPC guards are capable of being killed, but they have high skill levels, damage mitigation, and power levels.[5]
- Guards are capable of being killed. However, that is a very tall barrier to surpass; meaning that their skill level is relatively high. Their damage mitigation, their output, and power: those things are very difficult to overcome. But they can be killed; and again you can upgrade guards through policies, through upgrades within the barracks structures; and you can even place mercenaries and guards ahead of certain events.[5] – Steven Sharif
- Mayors of nodes can unlock higher tier NPC guards through policies or by upgrading their barracks service building.[5][6][7][8]
- NPC guards may be available for hire to defend freeholds after a successful node siege.[9] NPC guards that permanently exist on a freehold are not a planned feature.[10]
List of NPC guards
- Guard Captain
- Guard Connor
- Guard Jarrok
- Guard Lothwind
- Guard Thornburn
- Kaelar Guard
- Lionguard Alevine
- Lionguard Avington
- Lionguard Bailey
- Lionguard Bayle
- Lionguard Castle
- Lionguard Cobblewalk
- Lionguard Conner
- Lionguard Connor
- Lionguard Dooley
- Lionguard Duruma
- Lionguard Fenmarch
- Lionguard Ferrant
- Lionguard Frankfurt
- Lionguard Fyndal
- Lionguard Grey
- Lionguard Guthrie
- Lionguard Huttle
- Lionguard Kelroy
- Lionguard Logun
- Lionguard Monmoth
- Lionguard Murphy
- Lionguard Noris
- Lionguard Norwalk
- Lionguard Quinley
- Lionguard Quinn
- Lionguard Sentry
- Lionguard Sinclair
- Lionguard Strutter
- Lionguard Summers
- Lionguard Swiftley
- Lionguard Twain
- Lionguard Walker
- Phoenix Sentinel
Reputation
Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[11][12][13]
- Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[11] – Steven Sharif
- Node reputation applies to both node citizens and non-citizens.[11]
- Excessive negative reputation may cause a character to be deemed enemy of the state of a node.[13]
- Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[13]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[13] – Steven Sharif
Certain NPCs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[14][15][13][16]
- Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[12][13]
- Higher node reputation can unlock rarer commissions.[11]
- NPC guards will kill corrupted players on sight.[4]
- Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[12] – Steven Sharif
- NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[17]
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[19][20][21]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[20] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[19]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[19] – Steven Sharif
- Skills such as Stealth and Camouflage can dampen NPC perception.[19]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[22]
Mercenary NPCs
Mercenary NPCs can be hired to participate in node and castle sieges.[24][25][26][27]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[28][29][25][26]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[26][27]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[28]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[29][25]
- These mechanics are subject to change based on testing and priorities.[28][29]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[27] – Steven Sharif
Siege NPCs
Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[31][32]
- Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[31][33]
- Upgrades to the node's Barracks may allow a garrison of siege NPCs to be spawned in the event of an attack.[31]
- Mercenary NPCs can be hired in advance.[31] They are intended to be a significant presence but not the main line of defense in a siege.[34]
Visuals
See also
References
- ↑
- ↑ Podcast, October 12, 2024 (23:34).
- ↑ Alpha-2 update notes: 2024-11-14.
- ↑ 4.0 4.1 Livestream, February 28, 2020 (1:14:38).
- ↑ 5.0 5.1 5.2 Livestream, August 31, 2023 (2:08:54).
- ↑ Livestream, August 31, 2023 (2:06:21).
- ↑ Livestream, April 7, 2023 (1:19:41).
- ↑ Livestream, August 26, 2022 (1:17:04).
- ↑ Livestream, May 19, 2017 (28:04).
- ↑ Livestream, January 18, 2018 (31:05).
- ↑ 11.0 11.1 11.2 11.3 Livestream, February 29, 2024 (57:27).
- ↑ 12.0 12.1 12.2 Livestream, August 31, 2023 (1:06:01).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Livestream, December 23, 2021 (1:26:36).
- ↑ Livestream, July 28, 2023 (1:19:55).
- ↑ Livestream, February 24, 2023 (1:22:04).
- ↑
- ↑ Livestream, November 17, 2017 (29:45).
- ↑ Livestream, March 26, 2021 (54:26).
- ↑ 19.0 19.1 19.2 19.3 19.4 Livestream, February 29, 2024 (3:12).
- ↑ 20.0 20.1 20.2 Livestream, November 30, 2023 (1:36:32).
- ↑ 21.0 21.1 Livestream, June 4, 2018 (29:28).
- ↑ Livestream, February 25, 2022 (1:03:32).
- ↑ Livestream, May 31, 2023 (58:25).
- ↑ 24.0 24.1 Livestream, May 31, 2024 (2:20:00).
- ↑ 25.0 25.1 25.2 Livestream, August 28, 2020 (1:41:24).
- ↑ 26.0 26.1 26.2 Livestream, June 26, 2020 (59:11).
- ↑ 27.0 27.1 27.2 27.3 Livestream, November 22, 2019 (1:14:23).
- ↑ 28.0 28.1 28.2 Livestream, May 27, 2022 (1:18:09).
- ↑ 29.0 29.1 29.2 Livestream, April 30, 2021 (1:01:10).
- ↑ Livestream, May 31, 2024 (1:46:56).
- ↑ 31.0 31.1 31.2 31.3 Livestream, August 31, 2023 (2:09:32).
- ↑
- ↑
- ↑ Livestream, July 28, 2017 (36:51).