Persistent Players (NPC Mode)

would it be a good idea though? that also matters. i am kinda curious how emotes will turn out in first person, but that is another matter entirely.

It would be a neat detail, but maybe at a later date.

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i think the idea is awesome. Would be so cool if so many online/offline players are in the guild town xD. So i wouldnt feel lonely anymore, like in other games. Offline shop is also a good idea.

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Well while you“re online you can actively trade by yourself.


In regards to that gif you posted:
A few posts above you declined a really simple idea that would add really much to the game because it would take too much effort to make and shortly after that you suggest something that would (probably) take as much effort as the original idea and would just add a small gimmick, a little bit inconsistent statements don’t you think?^^
But the idea itself is really good, especially if they manage to implement this as the loading screen. Otherwise it could maybe get pretty annoying if you have to wait ~3 seconds every time you log in.
But has @Havok40k already said: this should probably a post 1.0 thing.


Since a few people are concerned about the server load:
NPCing players would just act as additional creatures with a small additional interface, I think the servers can handle a few extra creatures^^. To prevent a possible overcrowding of cities a timer could be added so your character stops NPCing and despawns after x hours (x could be adjusted to the general player number until the community says it fits). This would also prevent hordes of ā€œemptyā€ traders that are NPCing around because the players just have stopped to play.

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Agree with all points, only that I think that it could make it into the release version at least cuz it is a feature that can act as a magnet of players and interest :wink: Also it’s not that complex that it has to be developed to long (as long as the options stay simple, which I think they should be from the beginning :wink: )

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This is a great idea!

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I wish! First thoughts: Needs a whole server side trading system and database, lots of art for animating NPCs (which also means thousands more entities to simulate on the server simultaneously at all times) the front end GUI which probably would be about a week with out new system. Then weeks of testing and balancing. Some things can look simple to the user (that’s he goal) but be infinitely more complicated to implement (that’s the sucky bit).

Sorry to be a downer, but this is basically an MMO game we’re making. If things were really that quick we’d all be done and on holiday by now :wink:

It’s a cute idea by the way! I’d love to do something along those lines at some point.

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Yeah as it says in my original post: IĀ“m only referring to the GUI with my 3-4 days. I don’t know much about server communication etc. so I don’t dare to make a statement about those development steps.
Since I“ve already got you into this discussion I just have to ask two questions regarding to your post:
There will be plenty of creatures roaming around per world that are controlled on the serverside. Why would a few hundred players controlled by the same/similar AI be that much of an extra load?
Also why would it take lots of animation? Player models will be animated anyway at some point of development and the trading itself could be done just in the GUI without any animation.
Sorry to annoy you with my questions but I“m only working with embedded systems (making code for your dishwasher, washing machine, etc. :smile:) so i just have a really basic idea of what you guys are doing.

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I like the Idea of placing a vending machine, but it needs to be Oorty; a MAGIC vending machine.

What would that look like?

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