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Originally Posted by fable
Except that, again, it's completely wrong.  If they aren't programmed to say choose a number between 1 and 5, they won't say one of those numbers. So what you're really complaining about isn't the fact that NPCs
"do random things" that lead them into danger, but rather, that appropriate, life-saving choices have not been programmed into them as options. |
The logical part of my brain knows you are right, but the part that believes my eyes is still refusing to accept it

The deaths caused indirectly by events in the main quest i can appreciate, its the ones where I can see no explanation for them starting that fustrate me. So of course, npcs will be programmed to maybe take a walk if the conditions are right , and wandering creatures/bandits also have set patterns and if those patterns just happen to meet then its just bad luck. oh i dont know
anyhow, the solution to this as I see it would be to build in redundancy, to always have a second npc who through some simple but convincing back story could give you the same info/services if the main person is dead. It still wouldnt totally stop it but it would minimise the problems it causes without removing something i still find somewhat entertaining....
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in terms of the plethora of dungeons issue people have brought up about there simply being no incentive after a while to clear the things given there are simply sooo many of them, how about this for a possible solution (though admittedly the programmers would probably punch me if I actually seriously suggested it) - same amount of places but over a larger area, more spread out with faction coming and going as the game progresses. What I mean is that over time a particular goblin clan or bandit group or necromancer cell (cell?

) could start to 'take possession' of increasing amount of locations with occasional turf wars (as are already present in one part of the game

).
Now in my eyes this would make it more interesting to do more dungeons and to redo dungeons as you could effectively start campaigns off agains factions you didnt like and so forth.
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Your titles and ranks mean nothing.
so you run the fighters guild, you go to the arena and they treat you like a nobody.... wouldnt it be nice if they recognised your status without it having to actually effect the plot... lines like 'you may be some big shot with the fighters guild but that doesn't mean squat here' would do fine and just add that little extra piece of continuity the game needs. for quests that involve you doing things against your own guild it could be phrased with something like 'well this one's going to test your loyalty...muhahaha!'. All the time it doesnt really change anything, it just makes you feel like you really have earnt your ranks...
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keep it going
