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PostPosted: Sun Apr 08, 2007 1:03 am 
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I still say...

Go Dulrik!


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PostPosted: Sun Apr 08, 2007 2:18 am 
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Dulrik wrote:
silmar wrote:
I dont see why all throwing is always targeted at the player. It seems quite strange considering you are trying to make it no different between NPCs and PC. If I have a charmy how are they going to know its a charmy, shouldnt they be attacking the guy who is lumping them over the head rather than throwing weapons at the guy sitting behind them doing nothing.

Most cases are quite obvious. The soldier with the vacant stare that is continously responding to the robed figure's command to 'bash him!' sounds pretty obvious to me. Elementals and undead are well known to follow the command of others. And if there is a man fighting next to a bear, he probably is at least friends with it. Would YOU be fooled?

I certainly think SOME NPCs would be fooled. I wouldn't expect that giant barbarian to catch on to anything - he's only gonna know what's two feet in front of his face, and that's a charmie swinging some metal object at him. Further still, there's an implied 'figuring things out', there - if you look at these NPCs realistically, they die a hundred times a day. The chances of one of them surviving an attack from anyone is extremely low, so they don't learn over time. It's conceivable that they could figure out this pattern within combat, though, but not immediately. Adding a few rounds of delay before the NPC can throw (giving casters a reasonable chance to kill the NPC first) might be a good solution to a lot of these complaints. Additionally, making the number of times a NPC can throw within its lifetime finite would also solve some realism issues. We don't want every humanoid NPC in the game carrying around 3-10 crappy spears, but stopping the NPC from throwing more than that will have approximately the same effect.

I still haven't experienced much on the hurting side of this code change, so maybe that's why I didn't initially think it was too bad. This might help, though.


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PostPosted: Sun Apr 08, 2007 3:16 am 
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The reason you only see a "few" people protest about it... Is that everyone who's character is able to don heavy armor can pretty much ignore the change...


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PostPosted: Sun Apr 08, 2007 6:04 am 
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I wonder if all the throwing weapon materials are specifically geared to ignore ironguard?


I noticed nerina's happy cheator ninja griffons were all chunking stone axes.

:roll:


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PostPosted: Sun Apr 08, 2007 9:46 am 
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They throw weapons that are appropriate to their class. Barbarians throw stone axes. All the thrown daggers are steel.


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PostPosted: Sun Apr 08, 2007 12:42 pm 
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It's not so much the basic NPCs that even concern me at this point throwing weapons and such, there are ways around that, simple methods to defeat them, blindness, dirt kicking, ethereal, etc. But the real problem lies with the bounty NPCs who can spawn at any moment, go ethereal, and generally have extremely powerful attacks. The fact that I can't go ethreal and walk through a city because I have to fear NPCs that spawn in the room that I walk in is bad enough, but I could at least stand behind my charmies and heal them and be relatively safe, minus the fact I have to waste quite a bit of ME in such method, but with bounty NPCs such as griffon barbarians that can shift into the ethereal plane at whim AND throw large stone axes at a caster, Then I don't see how an outlaw caster is supposed to even have a chance travelling through lands in which he/she is outlawed without cabal spells or a large group. But for a fighter character such as a giant barbarian it's no hassle at all because the NPCs generally deflect or cause very little damage. I just don't see the balance in that at all.


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PostPosted: Sun Apr 08, 2007 2:53 pm 
Make shopkeepers charmable again, please.

They actually are -useful- for things other than o all drop all and it makes -no- ic sense why we can't continue to charm them even if their PHAT LEWT is hidden now.


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PostPosted: Sun Apr 08, 2007 5:46 pm 
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Grakus wrote:
Make shopkeepers charmable again, please.

They actually are -useful- for things other than o all drop all and it makes -no- ic sense why we can't continue to charm them even if their PHAT LEWT is hidden now.



Only problem with that is, alot of shopkeepers will be taken from their sell points that way, and it will hinder newbs in their skill training and outfitting needs.


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PostPosted: Sun Apr 08, 2007 5:56 pm 
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Dulrik wrote:
Most cases are quite obvious. The soldier with the vacant stare that is continuously responding to the robed figure's command to 'bash him!' sounds pretty obvious to me. Elementals and undead are well known to follow the command of others. And if there is a man fighting next to a bear, he probably is at least friends with it. Would YOU be fooled?


Could we have Order give a sound room echo then because as far as I always believed order where mental things because no one else gets to see them happen.

The major problem I have with the throw code. Most NPCs do not use weapons. Yet they throw weapons. A weapon does more damage than no weapon and throw does more damage again above a normal attack because of the loss of the weapon. Which makes a NPC with one attack throwing a weapon more deadly than entering melee combat with seems wrong. Perhaps a new exotic weapon for NPCs with a lower level of damage because they are not effected by the "loss" of the weapon. An exotic thrown weapon would probably cover most problems low level NPCs would not be very good at it high level NPCs would still be an issue but at high levels you should have ways around it.


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PostPosted: Sun Apr 08, 2007 8:19 pm 
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silmar wrote:
Dulrik wrote:
Most cases are quite obvious. The soldier with the vacant stare that is continuously responding to the robed figure's command to 'bash him!' sounds pretty obvious to me. Elementals and undead are well known to follow the command of others. And if there is a man fighting next to a bear, he probably is at least friends with it. Would YOU be fooled?


Could we have Order give a sound room echo then because as far as I always believed order where mental things because no one else gets to see them happen.

The major problem I have with the throw code. Most NPCs do not use weapons. Yet they throw weapons. A weapon does more damage than no weapon and throw does more damage again above a normal attack because of the loss of the weapon. Which makes a NPC with one attack throwing a weapon more deadly than entering melee combat with seems wrong. Perhaps a new exotic weapon for NPCs with a lower level of damage because they are not effected by the "loss" of the weapon. An exotic thrown weapon would probably cover most problems low level NPCs would not be very good at it high level NPCs would still be an issue but at high levels you should have ways around it.


I agree with both aspects of this proposal, even though I think the exotic weapon should be something a bit weaker than let's say a stone throwing axe, because even at high levels almost no caster is going to have very many hitpoints and there isn't always a reasonable way around it.


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