Npc hirelings and followers: Is this a good idea?


Pathfinder Online

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Goblin Squad Member

Drakhan Valane wrote:
Jazzlvraz wrote:
Nihimon wrote:
Keep characters in-world at all times, even when players are logged off?
Just like EVE ships when off-station.
EVE doesn't do that. Your ship will "warp out" if you're out of combat when you log.

Sorry for misleading. I thought I remembered the purpose for the incredible amount of time I spent hiding my ship every time I logged off in low-sec was to minimise the chances of being found and destroyed in absentia.

Now I wonder why I did it...

Goblin Squad Member

Nihimon wrote:


But yes, the current rules for looting player character husks would have to be reconsidered if player characters could be killed while the players were offline. However, it's fundamentally the same problem you have when a player character is killed right as an electrical storm shuts down his power.

Yup absolutely the same... A large part of why people who suffer from disconects on a daily basis, give up on MMORPG's pretty fast, or people who's connections have a habbit of going out in rain, log off as soon as clouds show up etc... Games are, and should be designed with the assumption that disconects are the exceptions not the rule, otherwise any consiquence of death pretty much has to become moot.

Quote:

You can serve as a "Guard" for your Settlement, in which case you'll want to be well-equipped.

You might log out in the wilderness, in which case your gear might be helping you remain hidden.

All varies there, I do agree on the guard part, but I would say it will certainly vary. Under normal circumstances, the equasion is calculatable... IE with X equipment, I have X chance of survival against X grade of players. I can mitigate that by running from hopeless fights etc...

VS an AI, which... even at it's most advanced... is very likely to be killed by much lower equiped players who have learnd the kinks and flaws of the AI... as well the AI will have a hard time discerning lost causes and fights he doesn't have any business getting near. (which while I hope those are few and far between in the game altogether, at the bare minimum there is always the possibility of 10:1 numbers etc...).

As a result though... the big question is can an NPC version of your character, find a balance between speedbump/free gear, without being just immortal dues ex machina (IE if the dev's boost up the power of other attributes to compensate for AI limitations, which still opens up holes when looking at possible kiting type exploits etc... (Not that kiting should not be a valid technique... but well if somehow a character realizes in trying to catch somoene, that he is getting hurt and not closing distance... the player would change tactics, while AI's have a tendency to keep using the failed tactic to the death.)

Goblin Squad Member

Jazzlvraz wrote:
Drakhan Valane wrote:
Jazzlvraz wrote:
Nihimon wrote:
Keep characters in-world at all times, even when players are logged off?
Just like EVE ships when off-station.
EVE doesn't do that. Your ship will "warp out" if you're out of combat when you log.

Sorry for misleading. I thought I remembered the purpose for the incredible amount of time I spent hiding my ship every time I logged off in low-sec was to minimise the chances of being found and destroyed in absentia.

Now I wonder why I did it...

It may have been that way in the past, but the current system has you warp out. If you're in combat, it's a bit more complicated: http://wiki.eveonline.com/en/wiki/Logging_out

Goblin Squad Member

Drakhan Valane wrote:
It may have been that way in the past, but the current system has you warp out.

Thanks for that link. The "random point 1 000 000 km away" that the game now selects automatically is exactly what we used to spend significant time triangulating "manually"...trying to avoid other ship's scanners finding you when you were gone and not logged off safely.

End of PFO conversation derail!

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