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Re: CF: Map integration (was Dtabb land)



"Mark Wedel" on  wrote...
| On Jan 20,  3:50am, James Cameron wrote:
| > Subject: Re: CF: Map integration (was Dtabb land)
| > On the problem of having to leave hints for new players as to where to
| > go ... perhaps a few robotic NPCs that wander past on the city maps
| > clearing going from place to place?
| 
|  I don't think it should be much of a problem of newbies figuring out
|  that they need to go to the tavern to talk to people.
| 
|  However, the current converstation model is not the best (since it is
|  a simple match, the player needs to say something unique to get each
|  message, and figuring out the exact keywords could be a problem.)
|  This is back to the improved scripting language (npc could basically
|  tell the tale no matter what the pc says in return.)
| 
|  My other thought is to get rid of the npc's that say nothing/do
|  nothing.  As a player, it can be pretty frustrating talking to a
|  bunch of people that are placed on a map to find out they have
|  nothing to say.  If you find that the first bunch of people don't say
|  anything, you may not see any reason to talk to others.  So the
|  improvement in this area is to make the npc's that are out there
|  either have something or say, or very unfriendly (don't respond when
|  talked to or something.)
| 
This is why I am proud that I gave EVERYONE in the new prision map
(scorn update) something to say. Mostly about the monsters all over the
place but hey its something! 

Of course some have something real helpful (try the manacaled prisoner :-)
to say.

  Anthony Thyssen ( System Programmer )    http://www.sct.gu.edu.au/~anthony/
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             Unix, MS-DOS, and Windows NT 
                -- the Good, the Bad, and the Ugly       --- Matt Welsh
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