I would like to see NPC-patrols, attacking randomly or at sight, any homin that gets in their way. Perhaps not in the lowest areas, but in most areas, and they shouldn't be higher than the highest mob in area. Why, you might ask? Well, it adds a little bit challenge and it could lead to ppl teaming up more..
They could be bandits or some sort of marauders. A group of 5 should be enough. They will roam the whole area, which means you will always watch your back..
Possibly they will give xp and perhaps some loot. (jewels or armor, perhaps? weapons?)
Just an idea, what do you think?
Regular mobs are pretty easy to track and predict their movement. This adds a little twist..
NPC-patrols
Re: NPC-patrols
Equipment loot? You've been playing EQ2 too long.
As for the rest of the idea, I don't think many people would appreciate it.
As for the rest of the idea, I don't think many people would appreciate it.
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TeiJeng (Leanon)
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"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
Re: NPC-patrols
not an Ordinary Rainbow Dragon - танцующий с лезвиями дракон
Re: NPC-patrols
It was that way in early Beta, but too many people complained about the attacking Patrols and they got "pacified".
But, yes, I´d be cool if they were somehow controlled.
They hint at such things in the Halloween Feedback Thread
CU
Acridiel
But, yes, I´d be cool if they were somehow controlled.
They hint at such things in the Halloween Feedback Thread
CU
Acridiel
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Re: NPC-patrols
I like bits and pieces of that idea. Many times I've been pondering about why are those heavily armed patrols of tribes that have hated my guts for ages always letting me pat them on their back without shredding me to teeny tiny little bits.
So, some sort of aggresive bandit/tribal/fame-based patrols would certainly be neat. As long as the buggers get decently small aggro-range. Ma-Duk knows we don't need surface variation of KP. Challenge is fine, pointless frustration not so much.
As for the loot ... *coughs* ... yeah ... *coughs more* ... I mean ... *suffocates*...
So, some sort of aggresive bandit/tribal/fame-based patrols would certainly be neat. As long as the buggers get decently small aggro-range. Ma-Duk knows we don't need surface variation of KP. Challenge is fine, pointless frustration not so much.
As for the loot ... *coughs* ... yeah ... *coughs more* ... I mean ... *suffocates*...
Re: NPC-patrols
but its must be good reason for grind fame with tribes... if you wont be attacked by tribe harvesters/patrols -> grind fame...
i dont see any reason today for have good fame with many tribes... =)
i dont see any reason today for have good fame with many tribes... =)
not an Ordinary Rainbow Dragon - танцующий с лезвиями дракон
Re: NPC-patrols
<-- master snake runner, survived in prime roots, jungles, desert, forest and lake lands... havent enough aggros around me...
not an Ordinary Rainbow Dragon - танцующий с лезвиями дракон
Re: NPC-patrols
Well, the drop of loot was just a suggestion, as the cutes and similar drop jewels. If we scale it down, perhaps the fame should play a part, meaning the wandering tribes either attack you or help you. (Imagine tribes hunt each other... hehe. Today you have to provoke walking tribes getting near a friendly camp) What else would the purpose of walking tribes be? They don't do anything useful. (Would be cool if they helped kill Slucer or Fijoo! ( to give example of annoying aggro.. ))