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.