Shattered Kingdoms

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 Post subject: Re: Bounty Hunters
PostPosted: Sat Mar 26, 2011 8:31 am 
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By scout NPCs, I was moreso thinking they would just tip off the cabal/tribunal of where someone is if they somehow wandered into a room where they spawn one.


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 Post subject: Re: Bounty Hunters
PostPosted: Sat Mar 26, 2011 8:48 am 
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yeah
even one wizi NPC following the criminal for nothing but spamming defenders with locations and party info would be more useful

heck, that could just be a script on all the normal NPCs in the kingdom. call it... neighborhood watch.


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 Post subject: Re: Bounty Hunters
PostPosted: Sat Mar 26, 2011 8:58 am 
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wizimobs telling you where they are at all times is meh, I was moreso along the line of if you spawn it, it takes a slight bit of coin, if you spawn it, and choose to kill it, it takes more coin, but it will not attack you.


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 Post subject: Re: Bounty Hunters
PostPosted: Sat Mar 26, 2011 5:03 pm 
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Bounty NPCs should only appear in cities. And it makes sense that they appear there. Gives defenders a chance to shoot at long range and maybe make a stand against a larger number of attackers. Otherwise how long do you think it would take to kill every single templar in exile? 2 mins? Then they're gone till the repop.

If you get rid of bounty NPCs in the wild then people can actually go out and solo pk in enemy territory.


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 Post subject: Re: Bounty Hunters
PostPosted: Sat Mar 26, 2011 8:04 pm 
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Thinking about it more, at this rate is there any reason to dissuade people from playing the game in any way at all other than one violating the rules? Most of the law code does not actually provide a reason to log in and play a character, and little of it manages to trickle down to protect newbies or people trying to avoid PvP. The only realistic justifications for bounty NPCs have nothing to do with their basic premise, and I can think of no practical reason to keep jail time.


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 Post subject: Re: Bounty Hunters
PostPosted: Mon Mar 28, 2011 5:14 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Bounty NPCs without weapons will actually be more annoying than with (Although doing less damage is nice), given that now they'll engage immediately allowing you to move 2-3 rooms at a time, whereas before they had weapon wield lag. The reason that changing the weapons only slightly was probably due to the fact that before they were wielding pikes, guisarms, etc which were all polearms, and scouts can't use polearms, therefore they did zero damage. Changing them to "spear" type weapons made them do a lot more damage.

I'd prefer, like everyone else, that bounty NPCs just reported position. The game was much less about NPC wars before bounty NPCs were "reinstated."


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