|
|||||||
| Register | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
| PVP and PVE Discussions about PVP and PVE |
![]() |
|
|
LinkBack | Thread Tools |
|
|
#41 (permalink) |
|
Member
Join Date: Jun 2009
Location: Meduli
Rep Power: 3
|
First of all, Mats - thank you for your answer.
I'm glad to hear that at least two types of guards are "real guards" which is great. Unfortunately, I am not a programmer (though I'm thinking I should take it up sometimes when I've got the time) but I do know the logic of the basics. I would prefer that even the teleporting guards would not be really teleporters - I'll explain: -The guards are walking around the city just like any other player and guard. They are there all the time. -If a player is called upon, then the guard will teleport to that player's position and kill him. Perhaps the animation of a spell could be used - it would be more immersing. - * Perhaps it could be that the guard will at first run after the player and only then teleport. I'm not sure but perhaps you could write a program that follows this logic: 1) Guard is called on a player. 2) Guard identifies player. 3) Guard begins to run after player. (*) in the background the guard will have a department that records its position every second. (**) if the position is constantly changing the guard will continue on its course to the player. (***) if the position has not changed more than 1 meter in the interval of 2 seconds, teleport guard to the player's position. [i.e. the guard is walking into a wall or something...] 4) Guard reaches player. Terminate the program discussed in (*), (**), and (***). 5) Guard kills player. 6) a) if there was use of step (***) teleport guard back to initial position. 6) b) if step (***) was not used, guard walks back to initial position. I assume that Tindrem would be one of these highly guarded places - but having guards around Tindrem is something that I really hoped for. A city like Tindrem needs guards walking the streets. What do you think, Mats? Is what I suggested viable? |
|
|
|
|
|
#43 (permalink) | ||
|
Member
Join Date: Mar 2009
Rep Power: 2
|
Quote:
Have the lictors use the crossbows anytime they can't reach the player they're after. Then the players trying to exploit would have to find a way to keep the guards from reaching them and breaking all other line-of-sight that the guards could use to shoot them. Or... where Lore allows... how about Mage guards? Since magic is an integral part of Nave, why not have some guards that are magic wielders? Ranged attacks are what I'm getting at here. Why do the guards have to be melee?
__________________
Quote:
Last edited by Maleus Garyn : 3rd February 2010 at 14:28. |
||
|
|
|
|
|
#44 (permalink) |
|
Member
Join Date: May 2009
Location: Houston, TX
Age: 24
Rep Power: 3
|
Wow just put in the guard towers, no need for all this nonsense spell casting or knockbacks or anything else... Powerful guards on the ground and in towers solves all problems and completely immerses you in the environment...
__________________
Bows/Archery, Inventory Control, Riding/Cavalry, Taming/Pets, World Dangers and MoB Behavior, Armor and Clothing, Stamina Drain/Regen |
|
|
|
|
|
#46 (permalink) |
|
Newbie
Join Date: May 2009
Rep Power: 1
|
I hope there will be a territory system so one Reds can control towns and set flags for every action and that Guards will attack according to that local "laws" ruleset at the time. Guards should cost upkeep to put money back into the economy and could be hired/fired and you would have to equip them or at least pay a standard cost or upgraded costs for difficulty(ai/gear).
Territory ruleset would be you have to do x to gain control of town then you get a menu at the city "town hall" building (throne) where there are columns for each different type of grouping of flags people are subject to (Guild, Alliance, Enemy"at war", Red, Blue) each of these columns would have the same check boxes underneath displaying: trade, pilfering, attack, magic, sheath, pushing, mounts, pets, crafting There should also be a filter list where you input players name for "permit" so you can actually control your city and have havens for either type of shielded players even possibly neutral cities or strict archetypes either way.
__________________
|
|
|
|
|
|
#47 (permalink) | |
|
Member
Join Date: Apr 2009
Location: Brazil
Age: 28
Rep Power: 4
|
Quote:
They could even miss some arrows but would be cool to see their arrows after being shot.
__________________
Last edited by Alfa Bravo : 4th February 2010 at 03:04. |
|
|
|
|
|
|
#49 (permalink) |
|
Junior Member
Join Date: Sep 2009
Rep Power: 1
|
What is it with the sudden guard towers obsession, are we all still talking about MO? You know the game where most bankers are inside arrow proof buildings. Are invulnerable guard towers or lightning bolt casting super guard mages much better than the place holder Lictor of death?
Maybe I misread Mats post but it sounded like we’re getting regular NPC guards with a special emergency teleport that they use if they can’t path to an exploiter. Not that giving guards a ranged attack is bad idea, but imagine a red agroing all the guards and holding up in a building with a blue accomplice blocking the door while the rest of the gang loot the town. People will probably find ways to exploit even teleporting guards but it will be challenging at least. TomBor, your solution sounds fine provided that the guard doesn’t get glitched in to a movement loop. But I’m sure Mats can figure out how to detect a pathing failure on his own. I dare say the devs have been spending plenty of time looking at them for the other mobs lately. |
|
|
|
|
|
#50 (permalink) | |
|
Member
Join Date: May 2009
Location: Houston, TX
Age: 24
Rep Power: 3
|
Quote:
Guards should also execute the push command if they are being blocked by a blue player, only makes sense... Sorry but the arguement for guard towers is much more solid than one for teleporting guards. I am even for mage guards up in guard towers and on the ground as well... I am going to go ahead and claim this thread, I WIN!!!!
__________________
Bows/Archery, Inventory Control, Riding/Cavalry, Taming/Pets, World Dangers and MoB Behavior, Armor and Clothing, Stamina Drain/Regen |
|
|
|
|
|
|
#51 (permalink) |
|
Member
Join Date: Jun 2009
Location: Meduli
Rep Power: 3
|
If they have guard towers................I think I'll quit :O
The memories of the sound from Darkfall's towers... "pitchew!! pitchewiwoo!! pitchewiwoo!!" and my avatar going "Argh! Argh! Argh! Argh!" And then: "Argh! Help me! ... ... ... Help me! ... ... ... Help me!" then someone comes with a greatsword and twists it in the air "swoosh swoosh swoshh" -> "ARRGGHHHH!" Red Screen. |
|
|
|
|
|
#52 (permalink) |
|
Member
Join Date: May 2009
Location: Houston, TX
Age: 24
Rep Power: 3
|
Please do not compare Darkfall to Mortal Online. They completely screwed the entire concept of a guard tower.
What I am asking for is completely different and much more immersive than the lightning bolts of death from that game... If I asked for siege would you say that is dumb because darfall had hovering tanks? Just because one game screwed over a concept doesn't mean it can't be properly implemented in the next.
__________________
Bows/Archery, Inventory Control, Riding/Cavalry, Taming/Pets, World Dangers and MoB Behavior, Armor and Clothing, Stamina Drain/Regen |
|
|
|
|
|
#55 (permalink) | |
|
Member
Join Date: Mar 2009
Rep Power: 2
|
My suggestion wasn't that guards have ranged attacks exclusively... just that we give them ranged attacks, in lue of melee, in case they can't path to the criminal/exploiter. Then even if the players hold up on a building or tree or something, the guards would be able to attack them still if they just have line of sight. I think that'd be better than the emergency teleport.
As for guard towers... I don't think we should have towers like in Darkfall. But if guard NPCs were up in towers with bows, that'd be cool. Then we'd have actual guard towers and not the infinate range beams of destruction in Darkfall. Edit: yeah, what Awsten is proposing is real guard towers, not Darkfall lighting towers. I'm in favor of having real guards in towers with bows, and guards on the ground with melee and ranged attackes available to them that patrol and some that are on station at strategic locations, i.e. banks.
__________________
Quote:
Last edited by Maleus Garyn : 5th February 2010 at 18:04. |
|
|
|
|
|
|
#58 (permalink) |
|
Member
Join Date: May 2009
Location: Houston, TX
Age: 24
Rep Power: 3
|
Yah and while were at it how bout just have them explode if they hit a player...
Or save us the trouble and just make it so people cannot even swing at players in cities... Above is sarcasim... Just implement ranged guards as well in strategic locations on the ground and in high vantage points...
__________________
Bows/Archery, Inventory Control, Riding/Cavalry, Taming/Pets, World Dangers and MoB Behavior, Armor and Clothing, Stamina Drain/Regen |
|
|
|
|
|
#59 (permalink) | |
|
Junior Member
Join Date: Apr 2009
Location: Mums cellar!
Rep Power: 1
|
Quote:
Painfully |
|
|
|
|
|
|
#60 (permalink) | |
|
Junior Member
Join Date: Aug 2008
Rep Power: 2
|
Quote:
Like every one in beta can see, you still have big problems with your AI. I can understand that you can't fix all of this problems right now. But, at least, tell us you'll try to fix them and that you'll try to develop a nice an interssant guards system. Don't tell us you won't do it because it will take to much time... For now if you have problems with guards running into a wall or getting stuck into a ladder, just make them use the /stuck command after 5 seconds they don't change place, while walking |
|
|
|
|
|
|
#61 (permalink) | |
|
Junior Member
Join Date: Apr 2009
Location: Mums cellar!
Rep Power: 1
|
Quote:
|
|
|
|
|
|
|
#63 (permalink) | |
|
Newbie
Join Date: May 2009
Rep Power: 1
|
Quote:
|
|
|
|
|
|
|
#65 (permalink) | |
|
Junior Member
Join Date: Feb 2010
Location: your moms house
Rep Power: 0
|
Quote:
|
|
|
|
|
|
|
#66 (permalink) | |
|
Member
Join Date: Aug 2009
Location: Atlanta, Georgia
Rep Power: 13
|
Quote:
__________________
Yes I did it. And, no I don't regret. |
|
|
|
|
|
|
#67 (permalink) |
|
Junior Member
Join Date: Feb 2010
Location: your moms house
Rep Power: 0
|
I should have just said give them bows and omitted the elder-scrolls reference :P
Bows would mean less telifragging guards though? maybe. then again i missed that this was already discussed starting the 3rd post down. I do like the idea of using range to deal with folks that climb on things and find little ways to get places a mob could not. OR make them teleport only if the offender breaks LOS be using the before mentioned technique. Hate to bring it up, but kinda the way mobs in UO reacted a few years back after a patch, if you broke line of site by blocking them, they would teleport if they had any magery Last edited by SarisMO : 9th February 2010 at 15:32. |
|
|
|
|
|
#68 (permalink) |
|
Member
Join Date: Mar 2009
Location: Quebec
Rep Power: 0
|
Why not a GTA police system. 1 to 6 star. The more bad stuff you do, the more chance you have to get a plus 1 star. a single player would never be strong enough to cross 2 stars, but a large guild could be strong enough to reach 6 stars.
When you reach 3 stars, guards should start to spawn in tower watch shooting at all the bad players with a real bow. Not a zap tower please, i want time travel and we should be able to get in those tower watch to kill the guards. I could go on teal 6 stars, but you see where im going so il leave you with this so use your imagination base on the GTA police system. Anyway, i hate the guards teleporting idea's. What i suggest, guards should be able to climb on walls. Its unrealistic, but better then TP. They should also be able to use range weapons.
__________________
I got 2 loot bags. [COLOR=#0000ff]http://www.radio-canada.ca/Medianet/2009/CBFT/Decouverte200909131830_1.asx[/COLOR] |
|
|
|
![]() |
| Thread Tools | |
|
|