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new "types" of NPCs - more diverse interaction

Posted: Mon Dec 19, 2011 11:15 am
by Kardinaal
shrines

Standing stones, shrines, fountains to drink from,... that heal or give you an actor condition when you "talk" to them. This could be beneficial, harming or both (like more damage, but less life). I don't know if it's possible with the current dialog system, but a 60% chance of blessing, 20% chance of nothing, 20% chance of bad things happening shrine would also work quite well. This could also be a great quest tool (you need to drink from this to kill that boss/pass that door/...).


crafting stations

example: oven.

Talk to the oven, it gives you a number of options to cook (depending on which recepies you've got in your inventory maybe?). Imagine a "cook meat" recipe, the dialog would remove 1 meat and add one cooked meat. Offcourse this system can also be used to create anvils for forging, apothecary tables for mixing potions,...


Trees, rocks, fireplaces ...

Trees for cutting down to get wood for fire and crafting, rocks to mine ores, fireplaces to burn wood on (leaves ash as crafting ingerdient?), ... and other crafting stuff supplying npc's would be great. Maybe requiring an axe / pickaxe / tinderbox ... in inventory to do this?


Doors/roadblocks/...

closed doors in dungeon that require a key to open, a certain amount of damage to break,... Maybe even different ways to open those doors ("bash down" option if your char does at least X damage, pick lock if you've got lockpicks in your inventory, only opens if you've got the right key,...).


You'll see that in most types of NPCs I suggested, there's a requirement of some sort. That gives the developers the chance to define where and when the character has access to these kinds of things (like do the cook meat quest to get the recipy).

Re: new "types" of NPCs - more diverse interaction

Posted: Thu Jan 05, 2012 7:51 am
by last_pawn
I like what your thinking Kardinaal. More interaction with and customisation of our equipment would certainly be fun.

Re: new "types" of NPCs - more diverse interaction

Posted: Thu Jan 05, 2012 8:07 am
by phydeaux
+1 good ideas... I've been thinking, with all the chests and locked gates, anyone else remember picking locks on the old dungeons and dragons game? that'd be a fun extra... if possible :)

Re: new "types" of NPCs - more diverse interaction

Posted: Thu Jan 05, 2012 10:03 am
by Chest_Rockfield
There's more than one Chest??

Re: new "types" of NPCs - more diverse interaction

Posted: Thu Jan 05, 2012 10:35 am
by phydeaux
lol, I meant the treasure chests, not the rockfield one! :P

Re: new "types" of NPCs - more diverse interaction

Posted: Fri Jan 06, 2012 1:31 am
by Pyrizzle
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

Re: new "types" of NPCs - more diverse interaction

Posted: Mon Jan 16, 2012 3:37 pm
by lady black
I support this idea, too.

Re: new "types" of NPCs - more diverse interaction

Posted: Fri Jan 20, 2012 1:11 am
by Tomcat
lady black wrote:I support this idea, too.
Me too! I especially like the shrine/fountain idea. Perhaps a skill could increase your luck at them, or reveal before you use them if it would be a good or bad effect....could the latter be an extra bonus from Magic Finder?

Re: new "types" of NPCs - more diverse interaction

Posted: Thu Jan 26, 2012 7:10 am
by qTzal
I want to go adventuring with Minsc, I miss him :(

Quote: Go for the eyes Boo, GO FOR THE EYES!! RrraaaAAGHGHH!!!