Highwayman "leave"

Unstructured ideas, requests and suggestions for the development of the game.
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Flaming
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Joined: Sun Mar 02, 2014 4:35 pm
android_version: 4.4 - Kitkat

Highwayman "leave"

Post by Flaming » Thu Mar 13, 2014 7:46 pm

One of the slight immersion breakers in the game is that you don't have to encounter Highwaymen. You don't have to give highwaymen gold. You don't have to be locked in conversation with some highwaymen. You can casually walk around highwaymen!

My point is that highwaymen don't snatch you if you attempt to walk around them.

If you do encounter them you can just select "leave".

It feels like a bad hide and seek game. OMG you found me! Gimmie 100 gold! "leave".
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Ferenc, level 30, 472343 exp, 20707 gold. HP 74, AP 12/4, Attack 226 17-24 +45x2.0, Defense 58/5
Unspent 0, BS 1, CS 2, IF 2, FS:DW 2
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0

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Antison
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android_version: 8.0
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Re: Highwayman "leave"

Post by Antison » Thu Mar 13, 2014 10:41 pm

Nothing like identifying a "problem" without proposing a solution.
What would you like to do about it?

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

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Flaming
Posts: 223
Joined: Sun Mar 02, 2014 4:35 pm
android_version: 4.4 - Kitkat

Re: Highwayman "leave"

Post by Flaming » Fri Mar 14, 2014 1:28 am

Oh. I would think that the highwaymen should have special AI that makes the chase you in a certain radius.

I would also think that the highwaymen should also disable the leave option. You should have to select I'll pay you or let's fight. You could also chose fine I'll go back I don't want to get hurt. You would then move back a couple of spaces.
Ferenc, level 30, 472343 exp, 20707 gold. HP 74, AP 12/4, Attack 226 17-24 +45x2.0, Defense 58/5
Unspent 0, BS 1, CS 2, IF 2, FS:DW 2
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0

Ian
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Joined: Wed Nov 02, 2011 10:24 am
android_version: 4.2
Location: Germany and the world of AT :D

Re: Highwayman "leave"

Post by Ian » Sun Mar 16, 2014 5:09 pm

Flaming wrote:Oh. I would think that the highwaymen should have special AI that makes the chase you in a certain radius.

I would also think that the highwaymen should also disable the leave option. You should have to select I'll pay you or let's fight. You could also chose fine I'll go back I don't want to get hurt. You would then move back a couple of spaces.
I agree with you that we should change the highwayman dialog and AI.
But I'm not so sure: I know that the monster's player tracking has been changed: Do the monsters still try to follow the player or do they just move around?
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1

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Flaming
Posts: 223
Joined: Sun Mar 02, 2014 4:35 pm
android_version: 4.4 - Kitkat

Re: Highwayman "leave"

Post by Flaming » Sun Mar 16, 2014 10:17 pm

Only some monsters chase the player. Agressive dungflys are the only one with that ai. It only chases you when you attack another dungfly. A baddie that chases you without being provoked would be cool.
Ferenc, level 30, 472343 exp, 20707 gold. HP 74, AP 12/4, Attack 226 17-24 +45x2.0, Defense 58/5
Unspent 0, BS 1, CS 2, IF 2, FS:DW 2
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0

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Zukero
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Re: Highwayman "leave"

Post by Zukero » Mon Mar 17, 2014 11:04 am

The bats under the green maze also hunt you down. Actually, there are three options for "AI":
- Do nothing (the usual case)
- Hunt player down (dungflies, bats...)
- Swarm player when there's a fight going on (some ghosts.... you know 'em).

I would agree with giving the highwayman the "hunt" policy.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2

Ian
Posts: 395
Joined: Wed Nov 02, 2011 10:24 am
android_version: 4.2
Location: Germany and the world of AT :D

Re: Highwayman "leave"

Post by Ian » Sun Mar 23, 2014 12:01 pm

Zukero wrote:The bats under the green maze also hunt you down. Actually, there are three options for "AI":
- Do nothing (the usual case)
- Hunt player down (dungflies, bats...)
- Swarm player when there's a fight going on (some ghosts.... you know 'em).

I would agree with giving the highwayman the "hunt" policy.
Yes! We should definitely do that! (Another nasty bat ;) )
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1

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Flaming
Posts: 223
Joined: Sun Mar 02, 2014 4:35 pm
android_version: 4.4 - Kitkat

Re: Highwayman "leave"

Post by Flaming » Sun Mar 23, 2014 12:20 pm

Do you think that the leave option should be disabled for the Highwayman?

It would leave you to kill, get killed, or pay the money. Now this would be new to Andor's Trail because you can leave from everything, even the zortak leader.
Ferenc, level 30, 472343 exp, 20707 gold. HP 74, AP 12/4, Attack 226 17-24 +45x2.0, Defense 58/5
Unspent 0, BS 1, CS 2, IF 2, FS:DW 2
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0

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