@Clexarews Ah, okay, I see what you’re saying. I have no coding knowledge, but a big assumption of this idea is that handing control from the player to a simple AI with some shop features is still way, way less work than the dev team creating hundreds of unique NPCs themselves.
@TheBirne Okay, I like where that is going. I don’t think you should have the shop menu open every time you hit ‘E’, but maybe it’s something that you can hide/show while you’re in there.
Linking to your current inventory, perfect. So I can list my 40 Gleamarrows as for sale, but if I go shoot 10 of them before logging off, no big deal, the quantity updates in realtime. I think I like that better than an exit menu, as @alexanderyou suggested.
Creating a wishlist by typing in item names and having them auto-complete makes perfect sense as well.
As for the server keeping track of AI avatars, I really don’t see the issue…it’s already doing that with the orange goat-turkey-things, and by the time the game launches, there will be a lot more mobs wandering around than just those…seems like you just treat player-NPCs as non-hostile mobs, with the added shop dialogue stuff…like I said though, no coding knowledge here.
@TheBirne to restate, “what if a player builds a trap around an NPC?” I think that if you can only go into NPC mode while in a beacon you have access to, that probably solves most of your problem – other players can’t build there. Unless it’s one of your guildmates or something…in which case, hopefully they are not as motivated to do something like that.
Either way, I think that even if your NPC is set to wander, when you log back in, you reset to the spot where you logged out.