The middleground Ruins

Started by Ebok, August 08, 2013, 04:25:07 AM

Previous topic - Next topic

Ebok

The Watch post needs the ability to kill any bandit npc that comes within sight of them. Getting ganked by npcs in that -guarded- transition is lame.

Fix it.

Ivory Rook

It's just an observation post...

Ebok

I'll clarify. Yes, this has to do with transition waylays.

The middlegrounds and ruins is suppose to be a dangerous place, and the npcs represent the risk and dangers of this quite well. However, it is also a place with multiple low level quests which are designed to be handled in a solo manner. Knowing that low level characters are going to come down more-or-less alone drawn to these quests... I feel that something should be done to ensure that they are given an opportunity to react to the dangers.

People running from the bandit spawns are more then likely going to run towards the Upper transition. This leaves gatherings of bandits sitting around it.  

If we assume that most of those that run from the bandits are low level characters unable to defeat them on their own, and compound that with the likelihood of another low level character walking into a similar circumstance... then I feel that attempting to employ measures to keep npcs off of that transition is warranted.

Possible solution: This could be as simple as having a gate that crosses over that guard post, with a clickable transition that is used to cross from one side to the other. So a character that is fleeing can flee, and the npcs would be prevented from following upto the point of transition.

issue with solution: This would allow those otherwise weak pcs the opportunity to turn around and shoot at the bandit until they died, leading to the possibility of large groups of bandits being off'd from rather safe positions. This could be avoided if the npcs would swap between ranged and melee combat. I do not know if it is possible, however, if the "fence" was placed at the top of the ramp, then visibly might preclude someone from getting close enough to shoot at them without being in melee range.

RedMagician

I think that as frustrating as it may be, this problem could be solved ICLy. If a low level PC runs away from the bandits, then he should ask for help to deal with them, via the sending system or by approaching PCs and asking then directly. Or he could simply announce the presence of bandits through a sending, and then los out.

I do think that If a player lures several hostile npcs to a transition, he should at least warn such a thing. It certainly can be frustrating to get jumped by enemies right when you transition. However, I think that implementing a way to deal with the hazards of the in between ruins may take away that feeling of it being dangerous to step outside the field.

The fact that a low level PC way need help to reach a quest can be positive, in the sense that it promotes interacating with other PCs. Thus, guards, scouts and guides have a very important role in the new setting, and i think that's nice.

Finally, I believe there is a script which can make NPCs stoy away from transitions. This would deal with the issue and at the same time keep things dangerous.

Garem

To hop in on this suggestion, yes, NPCs ARE waylaying at the transitions as well. I came up from Lower to face a goblin bandit a week ago, cost me an invis potion and nearly my life as my heavily armed escort zoned in.

So this is an area that could use some tweaking.

Although, for the record, I love that the most dangerous part of the city seems to be the one between ruined Lower and Upper. =D It's a really cool zone.

Ebok

Quote from: RedMagician;348569I think that as frustrating as it may be, this problem could be solved ICLy. If a low level PC runs away from the bandits, then he should ask for help to deal with them, via the sending system or by approaching PCs and asking then directly. Or he could simply announce the presence of bandits through a sending, and then los out.

This can be done on any bandit sighting between the districts; and would not be limited to npcs sitting at the edges of transitions. However, this is an OOC problem, not an IC one. As you are walking down the steps, you could clearly see if there were armed bandits at the bottom. You could stop and turn around, go get help, whatever. And if you have buddies they are also able to see it. But since that happens within a transition, the first through (which is not always the first to enter the transition) will get a nasty and OOC surprise even if they have buds.

Also you cannot expect that this situation is one that would be solved every time through those same IG means. The sending system has a cost, so the person scraping for supplies is less likely to embrace it, and would certainly not be interested in doing it every time. It would also assume that the other players around at the time could handle it. Finally it assumes that the area wont get randomly cleared before a group does gather to go meet it.

This is an OOC issue. Dm's are looking into possible fixes.

Easiest one I can think of it to have a clickable ladder instead of a ramp.