NPC spawning in hexes


Pathfinder Online

Goblin Squad Member

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So we have had quite a few threads about bad things spawning in your hexes. Goblins bugbears dragons, the list goes on. Has anyone discussed beneficial things spawning? For instance, you run a good aligned hex a pilgrim to one of the gods is inspired to start preaching in a random location that is still fitting to his god. If you keep him safe from nasty things (see above) he may found a shrine that grows into a temple, and so on and so forth.

This would also generate meaningful PVP. I as an "evil" character hate your god and want to burn down the shrine and kill the pilgrim so I and my cohorts attack. Now there could be some sort of defense mechanic ere we have to stay in the area for a while to kill him and desecrate there area when the god players would have time to drive us off to preserve the shrine.

Thoughts?

Goblin Squad Member

Sounds pretty cool, I would suggest having these "positive random encounters" happen in unclaimed hexes or at least happen more often in them, it would encourage competition to get the settlement buff or other kind of bonus. Also I would say that if a good aligned pilgrim gives a good settlement a temple, killing him and using him for "dark rites" would offer a profane temple a boon. Thus increasing the stakes a bit.

Goblin Squad Member

It could be something econ based as well, Your town is known for its trade so an NPC merchant with amazing deals rolls in for a few days.

Goblin Squad Member

As long as it's short term and doesn't hurt the player economy, I'd support that.

Goblin Squad Member

1 person marked this as a favorite.

-dwarven mine offering cheap ore/metal (and maybe buying food/drink/fuel?)
-wandering peddlers selling magical trinkets or treasure maps
-varisian caravan with a fortune teller
-a druid watching over this hex
etc etc

as in Kingmaker AP, some random encounters could have benefits of the type "if you start a settlement while the pilgrim is here, you get a free shrine in your settlement"

Goblin Squad Member

This... is a really, really cool idea. It would also add to the "value" of different hexes, encouraging conflict, which is a good thing.

Goblin Squad Member

I would love to see non combat random encounters in the game.

Goblin Squad Member

Character appropriate deities & visitations.

Visions. Mission bestowal.

Goblin Squad Member

I would assume that npc spawning means encounter spawning, and if there isnt like a 1000 different plots and variations I would be dissapointed hehe

It would be cool if the game system could read your character profil and see your ambitions, goals, fun factors etc and spawn encounters feeling appropriate for the individual player or group :)

Goblin Squad Member

Sunwader wrote:
It would be cool if the game system could read your character profil and see your ambitions, goals, fun factors etc and spawn encounters feeling appropriate for the individual player or group :)

I believe this will be a game-changing mechanic when it finally happens. Eventually, we'll be able to inform the server of our motivations, and have other Players and NPCs be able to divine this information via scouting or magic, etc. I think it ties into my previous posts about in-game information objects which are required in order to perform certain actions or locate certain in-game settings.

Yes, I realize it's not very clear what I'm talking about. I may try to write up a better post for it, but I don't expect PFO (or any other game, really) to be able to implement it unless they start out with that as the primary foundation for the entire system...

Goblin Squad Member

Yeah I dont see how they could do that short of having you tell a human staff member i did this action because ( insert reason here) which would be far to time consuming for an MMO.

Goblin Squad Member

Phyllain wrote:
Yeah I dont see how they could do that short of having you tell a human staff member i did this action because ( insert reason here) which would be far to time consuming for an MMO.

I don't know what the interface will eventually look like, but the entire computer industry is working on better ways for computers to understand what their users are trying to do in order to help them. Over time, there will be better and better solutions for that, which will find their way into these kinds of games.

I see the future of CRPGs (MMO or not) where the player is able to convey a whole host of things to the computer - their mood, their motives, their attitude, their short-term objectives, their long-term goals, and many, many more.

Goblin Squad Member

I guess that what contracts/quests a player decide to do when gives the choice between different types of adventures might give some clue to what encounters the player prefer.

Goblinworks Executive Founder

randomwalker wrote:


as in Kingmaker AP, some random encounters could have benefits of the type "if you start a settlement while the pilgrim is here, you get a free shrine in your settlement"

Or "Convincing this pilgrim to go to your settlement allows construction of a shrine."


Something I would love to see are non-combat encounters that if handled correctly, lead to the players being able to trade with the NPCs. Wether they are orcs that might trade with evil aligned players, or dryads that might trade with neutral players, it would be cool to be able to buy special items off of these NPCs that can't just be bought on the market.

Goblin Squad Member

Valandur wrote:
Something I would love to see are non-combat encounters that if handled correctly, lead to the players being able to trade with the NPCs. Wether they are orcs that might trade with evil aligned players, or dryads that might trade with neutral players, it would be cool to be able to buy special items off of these NPCs that can't just be bought on the market.

That is a very cool idea!

Goblin Squad Member

I would want a gating mechanism for it. TN alignment in order to talk with a dryad. LG for an extraplanar vendor. LE for a demon. Etc.

Maybe a further gating mechanism like a particularly challenging mission that requires teamplay to complete.

If the access to goods is of sufficient weight make the access temporary and not repeatable.

Goblin Squad Member

It's sounding more and more like the Neutral Alignment Axis is not going to be significant in PFO.

Goblin Squad Member

I noticed that. It appears it is being replaced by the Renown or reputation axis.

Pity. There was great potential there.

Other hand I should remember my advice to those worried about LG overbalancing: we may not have heard everything there is to know because their design is not yet ready for revelation.


I'm thinking that would it work what a hex has "statistics" to affect the spawns encounters? For example, if the hex has 1000 human bandits, 100 villagers, and only 5 bugbear, you're unlikely to meet villagers assaulted by bugbears in an encounter. It would also make killing spawned npcs meaningful (decrease the number of creatures on the statistics list according to the kill), though I don't think any games have done this before or could even be achieved in this gen.

Goblin Squad Member

Nihimon wrote:
It's sounding more and more like the Neutral Alignment Axis is not going to be significant in PFO.

TN probably has the widest ranging selection of skill training as they can viably expect training to be easy to get at TN, NG, NE, CN and LN settlements. This gives access to chaotic, lawful, evil and good skillsets.

Goblin Squad Member

Maybe we need to make a video question on if Neutral alignments will be significant?
Of the times to have no video cam.

Goblin Squad Member

I would like to see a beholder's lair or something like that too

Goblin Squad Member

LordDaeron wrote:
I would like to see a beholder's lair or something like that too

Unfortunately, Beholders are not open game content and Paizo does not own the copyright. So beholders, mind flayers and probably lots of others are not part of the Pathfinder bestiary.

Goblin Squad Member

CaptnB wrote:
LordDaeron wrote:
I would like to see a beholder's lair or something like that too
Unfortunately, Beholders are not open game content and Paizo does not own the copyright. So beholders, mind flayers and probably lots of others are not part of the Pathfinder bestiary.

Oh man that is sad :(

By the way, we have a lot of other creepy creatures to butcher, so lets not mind some of them missing! :)

Goblin Squad Member

Its amusing to see that this post has been taken over by "bad things spawning"

Goblin Squad Member

The folks over at Paizo are, I suspect, fully capable of cooking up some challenging new beasties should we run out of variety.

If necessary they might even pull a fully-operational battlestar equivalent into low orbit.

Goblin Squad Member

Mirage Wolf wrote:
I'm thinking that would it work what a hex has "statistics" to affect the spawns encounters? For example, if the hex has 1000 human bandits, 100 villagers, and only 5 bugbear, you're unlikely to meet villagers assaulted by bugbears in an encounter. It would also make killing spawned npcs meaningful (decrease the number of creatures on the statistics list according to the kill), though I don't think any games have done this before or could even be achieved in this gen.

I think you are right, that a hex needs to have some stats in its record to return the battle value of the hex for any number of reasons, to include what could spawn, what that might escalate to, and how strongly they will assault if the herd isn't culled soon.

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