Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Named NPCs being unique
PostPosted: Sun Jul 13, 2008 2:59 pm 
This was a bad change for two reasons that have been underscored pretty well recently:

1. People use named shopkeepers and trainers to shop and train. If they are suddenly disappearing when summoned and don't repop, you're left without that trainer or those goods until the next reboot if you have no access to the summon spell. Sure, it's realistic, but it is going to irritate a lot of people, especially when that npc is summoned again the second the next reboot happens.

2. Named NPCs are frequently used as gate anchors. Now that named NPCs are unique, 1.NPC is no longer replaced at repop, so you will gate to wherever the NPC has been summoned. While more of an inconvenience than a problem in and of itself, people are using this code change to put commonly used gate anchors in front of dangerous NPCs. While this is great from the pvp point of view, it is again quite frustrating from an ooc perspective.

I'm not blaming anyone for using tactics. I for one think it's a great tactic because I never gate anywhere except to portal stones so I don't give a [REDACTED]. However, I can see a lot of players getting understandably upset, and I think it'll only be a matter of time until you start seeing folks deleting over it.


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 Post subject:
PostPosted: Sun Jul 13, 2008 3:03 pm 
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Mortal

Joined: Wed Jun 25, 2008 10:10 am
Posts: 135
Location: Far, far away
Maybe creating an anchor -spell- and removing the names of most npcs? (I say most, since there are some who are only really used as charms, such as Bill and Derk).


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PostPosted: Sun Jul 13, 2008 3:05 pm 
I like that there are named NPCs. They add to the flavor of the game. The best fix I can think of is just putting the repop back in. Sure, it doesn't make total sense, but it certainly fixes the problems I listed above.


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PostPosted: Sun Jul 13, 2008 8:07 pm 
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Joined: Fri Jul 11, 2008 3:06 pm
Posts: 315
Try being a newbie and finding said shop/trainer NPC missing :(


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PostPosted: Sun Jul 13, 2008 8:19 pm 
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Joined: Sat May 24, 2008 2:12 pm
Posts: 96
Location: Heorot
*cuddles evilpiggies*

No worry, newbie. Iz be okay.


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 Post subject:
PostPosted: Sun Jul 13, 2008 8:19 pm 
I addressed your concern!

But yeah, think of the newbs :-?


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PostPosted: Sun Jul 13, 2008 8:32 pm 
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Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Ugh, I agree, unique named NPCs was a bad idea. Such a bad idea I don't even feel it necessary to explain my reasoning.


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 Post subject:
PostPosted: Sun Jul 13, 2008 9:13 pm 
You don't need to explain anything when you're using italics.


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 Post subject:
PostPosted: Sun Jul 13, 2008 9:47 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Better yet, just make the named NPCs "tp" (I put in quotes because this tp should bypass everything) home after x time.


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 Post subject:
PostPosted: Sun Jul 13, 2008 9:49 pm 
...

Muktar, you are aware that this change was put in to make the game more realistic, right? Your suggestion for a completely urealistic change (all named NPCs get teleport magic?) seems trite.


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