Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Living NPC

nerovergilnerovergil Member UncommonPosts: 680
Most MMOs that coming up has a beautiful world. Even the world is not bad. Look at Black desert online, witcher 3, etc.

However the NPC is very dull. With limited customization of face, all npc looks the same, it kills immersion.

NPC also has no life. in BDO, NPC will perform same animation over and over again. In the witcher 3, u cant have deep relationship with most of the npc (only selected few that u can romance.)

We want a living breathing world in an mmorpg, not just the world, but the people inhabit there. NPC should act more intelligently (like skyrim where npc walking around and has text option to futher the relation)
«1

Comments

  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    edited October 2016
    How dare you compare Witcher 3 with an mmo *shakes fist*

    But yeah, i get my mmo living npc fix from Guild Wars 2.

    Skyrim is also single player game *shakes fist*




  • nerovergilnerovergil Member UncommonPosts: 680
    How dare you compare Witcher 3 with an mmo *shakes fist*

    But yeah, i get my mmo living npc fix from Guild Wars 2.

    Skyrim is also single player game *shakes fist*
    i dont care, they all rpg game. 
  • iixviiiixiixviiiix Member RarePosts: 2,256
    Then how about the enemies ? they also count as NPC .
    While i like too see move living NPC in RPG , i don't like to see more living NPC in MMORPG.

    In my opinion , MMORPG should have less to no NPC . We should have GMs role as officers to support player instead of living NPC .
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    How dare you compare Witcher 3 with an mmo *shakes fist*

    But yeah, i get my mmo living npc fix from Guild Wars 2.

    Skyrim is also single player game *shakes fist*
    GW2 is pretty good with that.  I was standing in a city and a female npc walks up to the gate asking about her missing husband I think it was.  The story was so interesting that I stood there just to see how it ended.  Another guard came over to help but in the end she left without any help but it was interesting how they added all the little plots and stories into the game, having nothing to do with leveling or questing but just as an immersive background for adventurers.  

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • nerovergilnerovergil Member UncommonPosts: 680
    How dare you compare Witcher 3 with an mmo *shakes fist*

    But yeah, i get my mmo living npc fix from Guild Wars 2.

    Skyrim is also single player game *shakes fist*
    GW2 is pretty good with that.  I was standing in a city and a female npc walks up to the gate asking about her missing husband I think it was.  The story was so interesting that I stood there just to see how it ended.  Another guard came over to help but in the end she left without any help but it was interesting how they added all the little plots and stories into the game, having nothing to do with leveling or questing but just as an immersive background for adventurers.  
    yes.

    it was kinda good. but gw2 has a little face customization. making all the npc looks kinda the same.

    i remember i was in the cemetery when a female asking my help. she was a ghost, but before i know it was fun
  • anemoanemo Member RarePosts: 1,903
    I did not know people willingly put themselves at a disadvantage by playing  with the camera so close to them, that they can see faces.  Somewhere you know there is a dev on the design/art team thinking to themselves "most players only ever see a face at character creation".

    as for dynamic NPCs and similar.   I can't imagine the pain that the devs would have to hear if players needed to wait for a day/night cycle for an NPC to wake up and unlock their house to turn in a quest/favor.

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

  • OnigodOnigod Member UncommonPosts: 756
    edited October 2016
    I want the oposite when playing a MMORPG,  I still see them mostly as a bandage to hold bad content together and they enforce solo play in what supposdly should be a MMO,

    Npc's are there so you dont have to interact with players, have less features/gameplay because with just a few clicks a npc provides you what you need, and force a "you are the hero/saviour"  story line on you.

    Instead of NPC reputation we should have meaningfull reasons why we like and dislike a cetrain group of players,  we want to trade our goods with 1 player but from another we wont even accept/trust his stuff if he would give it for free, and by meaningfull I dont mean "choose a faction" before creating your character, that is again easying it up and taking away from gameplay. Even lore in current games is used not to have a cool story but to make shallow game mechanics have some sort of reason in the world to justify trash content.

    NPC's should mostly if not completely dissapear and players should be able to take over their job and than put their focus on creature/monster AI, the best AI I have seen so far from mobs was in Darkfall which is not that spectacular at all the mobs just run away from you at low health while trying to run into other mobs so you aggro them aswell and sidestep to avoid your skillshots but most games even "tripple a" games cannot even pull that off yet.
  • Loke666Loke666 Member EpicPosts: 21,441
    Onigod said:
    I want the oposite when playing a MMORPG,  I still see them mostly as a bandage to hold bad content together and they enforce solo play in what supposdly should be a MMO,

    Npc's are there so you dont have to interact with players, have less features/gameplay because with just a few clicks a npc provides you what you need, and force a "you are the hero/saviour"  story line on you.

    NPC's should mostly if not completely dissapear and players should be able to take over their job and than put their focus on creature/monster AI, the best AI I have seen so far from mobs was in Darkfall which is not that spectacular at all the mobs just run away from you at low health while trying to run into other mobs so you aggro them aswell and sidestep to avoid your skillshots but most games even "tripple a" games cannot even pull that off yet.
    Npcs is there to fill up all the roles players don't want to play. Janitor, children, dock worker and so on. Without npcs a game feel empty. If you can find players that enjoy the job you don't need npcs.
  • WizardryWizardry Member LegendaryPosts: 19,332
    say WHAT ??

    Some of you people have no clue what a mmorpg is or should be.

    I see nonsense about don't want any npc's to no mobs ,they want all GM's???lmao seriously?

    How can you expect to FILL out a living world with all real players,you want real players to play the mobs,real players to sit there at some store front 24/7?You want real players to give quests and rewards?
    Ok yeah sure,i'll duo box,give myself a quest and the reward is .....10 gazillion gold,the best most shiny armor and sword,well nm you get the drift.

    I am with the OP,the games most certainly are half assed,we need more AI,more scripts and more so a living world.Yes living for a npc is just scripts but we can do MUCH better.We could actually see the npc perhaps go home at night and come back to the store in the day time.We could see npc's go out in the wilderness and just like us ,hunt down some animals perhaps for furs/tusks or whatever.Then they wander back to town and start crafting themselves.

    However for nominal npc's,just those we usually see doing simple repeated scripts,they should disappear,only real players carry out the filler.If some girl is playing with her dog as filler,then i want her to actually have a meaningful role/script within the game,otherwise forget it.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    The problem is developers want as little running on their end,they don't want too many systems or PC clutter running,they just want to give us as simple as cheap a game design as they can get away with.It also takes a LOT of work designing scripts for say 30 or so NPC per city.
    Geesh i still remember and still see to this day ,developers trying to remove auction houses and still MANY games do not have housing systems...cough  ahem Wow.
    Developers are selling us half ass crap,that was ok 15-20 years ago because the industry was still learning and growing,now devs have all the tools and knowledge they need but trying to sell us aged old crap.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • iixviiiixiixviiiix Member RarePosts: 2,256
    Wizardry said:
    say WHAT ??

    Some of you people have no clue what a mmorpg is or should be.

    I see nonsense about don't want any npc's to no mobs ,they want all GM's???lmao seriously?

    By nonsense , you mean me ? i don't said no mobs . i just ask a question that "is mob/enemy count as NPC or not " to OP .

    Cause by "living" it mean impossible for "enemies" too . Do you expect few thousands of NPC to be "living" ?

    "all GM's???lmao seriously" .
    Yes! seriously , you only need few GM (less than 10 and no full time) to run some key parts , not for all . Do you though about hire few hundreds GMs full time?

    We talk about MMORPG ?
  • nerovergilnerovergil Member UncommonPosts: 680
    Nyctelios said:
    How dare you compare Witcher 3 with an mmo *shakes fist*

    But yeah, i get my mmo living npc fix from Guild Wars 2.

    Skyrim is also single player game *shakes fist*
    i dont care, they all rpg game. 
    Yeah, they are all RPG, that's what the RPG stands for in MMORPG, it's an RPG MMO. RPG is not MMO and MMO's are not always RPG.... so that's a fallacy right there, again, get your shit together and stop babbling around nonsensical names to things which they are not - are you also trying to push "moba is an mmo" thing? Or you'll also call it a RPG just because there are levels and equipments?

    But, yeah, is a pain when NPC's are just a idle question mark waiting you for quests... Gw2 solved a bit of that, as stated above, by making the NPC's interact, walk around, talk to each other and so on. It fills the world and gives a incredible amount of backstory and lore to the places you visit.

    Wizardry said:
    How can you expect to FILL out a living world with all real players,you want real players to play the mobs,real players to sit there at some store front 24/7?
    That's called sandbox player driven stuff. You and CCP should learn thing or two about it before freaking out. The other side of it is the Theme Park experience, which I'll assume by your tone is your to go thing - good for you. I personally dislike passive care taking experiences where the game holds your hand and almost plays it out for you.

    I invite you to play Salem with me... Just don't get pissed off when I suddenly kill you for no reason so I can save food and use your dead body for witch craft.
    Player driven stuff are craps. especially player driven economy is total failure. its all based on GRINDS and can be EXPLOITED by the gold sellers. Gold sellers will steal the money from dev and destroy the game.

    We have 2 world, real world and fantasy world (mmorpg). I want a healthy mmorpg that can go well with real world. We earn money (work) in real world and have fun in mmorpg.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited October 2016
    GW2 is indeed good with NPC's, it's all a scripted loop but they put enough complexity on it to make the world feel different from what we're used to. Over that they integrated it with the dynamic events to give some of those NPC's a proper purpose.

    In terms of taking that to a next level i'm not really aware of a MMO doing that. Star Citizen for example is putting a lot of effort into stuff like subsumption, that is having this NPC's having their own routines, walk around, talk to each other and all of that. So making that way allows you to not having to script X npc to have X route or behavior, and with that, the NPC's can feel rather legit; interested to see what comes out of that.

  • bcbullybcbully Member EpicPosts: 11,843
    Most MMOs that coming up has a beautiful world. Even the world is not bad. Look at Black desert online, witcher 3, etc.

    However the NPC is very dull. With limited customization of face, all npc looks the same, it kills immersion.

    NPC also has no life. in BDO, NPC will perform same animation over and over again. In the witcher 3, u cant have deep relationship with most of the npc (only selected few that u can romance.)

    We want a living breathing world in an mmorpg, not just the world, but the people inhabit there. NPC should act more intelligently (like skyrim where npc walking around and has text option to futher the relation)
    Wushu is the best I've seen with it. You're character would become an NPC when you logged out and do different jobs across the world. Players also would be the adds for some boss fights. 
  • Po_ggPo_gg Member EpicPosts: 5,749
    anemo said:
    I can't imagine the pain that the devs would have to hear if players needed to wait for a day/night cycle for an NPC to wake up and unlock their house to turn in a quest/favor.
    LotRO used that quite frequently at start, but yep, over the years they've eased up that a bit (like adding a bell at Ferny's door, who was available only at nights, so with the bell you can wake him up during the day too), and only the mobs kept their day/night cycles. Btw. LotRO's NPCs are pretty lively, talking (in the Shire gossiping) a lot, some have small storylines (easiest to check if curious, is the hobbit couple in Overhill).

    CoH was nice in this department too, and Cryptic brought some of that over to CO (though the scripting towards players can easily fooled, I have a low-level hero just for banking, they always talk to him about the Academy, since that's the only thing that character finished :wink: )

    Anyways, for living NPCs I only can repeat myself: TSW. Follow them on twitter, you can even talk with them... anwers are fairly rare, because they're busy - at least lore-wise. In practice, answers are rare, they can't simply just babble all along, since their posts and tweets are part of the official lore (Josh is handling all of them, and even after he resigned as lead writer of the game, he's still the writer of the twitterverse).
  • nerovergilnerovergil Member UncommonPosts: 680
    that day night routine should only for npc that not related with selling items, tp, etc, non main quest related
  • VolgoreVolgore Member EpicPosts: 3,872
    edited October 2016
    It amazed me in Fable 1, ca. 2005 that NPCs had their own day/night cycle and activities.
    I.e. some NPC walked down to the docks, picked up wodden crates and carried them up the street and stacked them infront of his house. When all the crates were carried over he went on to do something else.
    Eventually in the evening he went into his house, went to bed and slept. It was very curious to watch what all the people were doing.

    I totally loved that and something like this was new to me back then.

    image
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Volgore said:
    It amazed me in Fable 1, ca. 2005 that NPCs had their own day/night cycle and activities.
    I.e. some NPC walked down to the docks, picked up wodden crates and carried them up the street and stacked them infront of his house. When all the crates were carried over he went on to do something else.
    Eventually in the evening he went into his house, went to bed and slept. It was very curious to watch what all the people were doing.

    I totally loved that and something like this was new to me back then.

    Ultima 7 had this back in like 1993 lol.
  • filmoretfilmoret Member EpicPosts: 4,906
    You don't have enough ram, cpu power, or hdd space to make this possible right now.  Why waste all this effort creating a gameworld that only 10% of it will be used?  Look at SWTOR for example and all the work they put into their orbital stations.  Only to have players rush through them wishing they didn't even exist.  The current gameworlds try to simplify the things that would be boring.  You really want to watch someone clean their house and paint the wall then goto the store to buy milk?
    Are you onto something or just on something?
  • HeraseHerase Member RarePosts: 993
    It's a shame story-bricks went under as their goal was to do what people are asking right now and more. Maybe someone will buy the tech
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    filmoret said:
    You don't have enough ram, cpu power, or hdd space to make this possible right now.  Why waste all this effort creating a gameworld that only 10% of it will be used?  Look at SWTOR for example and all the work they put into their orbital stations.  Only to have players rush through them wishing they didn't even exist.  The current gameworlds try to simplify the things that would be boring.  You really want to watch someone clean their house and paint the wall then goto the store to buy milk?
    Put a pot of gold at the end of lawn of beautiful flowers.  Set 200 people there to get that gold.  Do you think they're going to be smelling the roses?  
  • filmoretfilmoret Member EpicPosts: 4,906
    filmoret said:
    You don't have enough ram, cpu power, or hdd space to make this possible right now.  Why waste all this effort creating a gameworld that only 10% of it will be used?  Look at SWTOR for example and all the work they put into their orbital stations.  Only to have players rush through them wishing they didn't even exist.  The current gameworlds try to simplify the things that would be boring.  You really want to watch someone clean their house and paint the wall then goto the store to buy milk?
    Put a pot of gold at the end of lawn of beautiful flowers.  Set 200 people there to get that gold.  Do you think they're going to be smelling the roses?  
    Its not about what is more real.  Its about what is more practical.  Why waste hundreds of hours creating a script for 1 npc when that npc is irrelevent to the gameplay itself?  Then you want to multiply that by making every NPC have a script on a loop that isn't obvious.  Sorry but you cannot make everything in a mmo useable its just a massive waste of resources.  Star Citizen is trying to make 24 hour loops for every NPC on their ships.  They are even going to make them all look different as well.  Which is why you will never see the game unless they come to a major compromise.
    Are you onto something or just on something?
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    filmoret said:
    filmoret said:
    You don't have enough ram, cpu power, or hdd space to make this possible right now.  Why waste all this effort creating a gameworld that only 10% of it will be used?  Look at SWTOR for example and all the work they put into their orbital stations.  Only to have players rush through them wishing they didn't even exist.  The current gameworlds try to simplify the things that would be boring.  You really want to watch someone clean their house and paint the wall then goto the store to buy milk?
    Put a pot of gold at the end of lawn of beautiful flowers.  Set 200 people there to get that gold.  Do you think they're going to be smelling the roses?  
    Its not about what is more real.  Its about what is more practical.  Why waste hundreds of hours creating a script for 1 npc when that npc is irrelevent to the gameplay itself?  Then you want to multiply that by making every NPC have a script on a loop that isn't obvious.  Sorry but you cannot make everything in a mmo useable its just a massive waste of resources.  Star Citizen is trying to make 24 hour loops for every NPC on their ships.  They are even going to make them all look different as well.  Which is why you will never see the game unless they come to a major compromise.
    I doubt the scripting itself is taxing though.  
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited October 2016
    I doubt the scripting itself is taxing though.  
    Nah it's not the scripting / simulation, it's just making it feel legit and that work is extremely complex, at the end I see it possible with some techniques used, we have games with very strong simulation on other areas already, to be possible to have it that advanced. In terms of development they will usually look at it in how much time it takes to make vs being actually worth it.
  • EldurianEldurian Member EpicPosts: 2,736
    I started to make a reply but this is a topic I've thought on enough that I decided to gather my thoughts together into more notes for my ideal MMO. Rather than post a link I'll just repost it here.

    _______________________________

    One thing that I'd really like to address in this game is the idea of how MMO spawns work.

    In general you go to an area with a predictable spawn. It spawns the same enemies into the same area over and over and over.

    You go in to fight them and they have a predictable "aggro range" you know that if you stand a certain distance from them that you will only provoke ones within a certain range when you attack.

    Because of the predictable spawns that replenish at about the same rate you kill them and the predictable aggro distances it is possible to "farm" monsters. In other words go to an area with the kind of NPCs you want to kill and pull manageable amounts then run through your rotations to kill them. Overconfidence or NPCs spawning on top of you aside, you should never really have to worry about being challenged or unpredictability.

    Addressing Aggro Range

    When playing a game such a Skyrim the aggro range is quite large. If you come in as a warrior cleaving your way through opponents or a mage blasting your way through them, you'll not only tick off everything in the room, but everything a room or two over as soon as they hear the sound of combat. In other words aggro range is similar to the range at which sound travels, and any loud noise will provoke it, or at least cause the enemies to begin searching for the hidden opponent that just shot their friend.

    So major NPC spawns will need to be approached with caution, and possibly a group. If you go charging into the goblin fortress you will be taking on all the goblins in earshot of the commotion you are causing. Not just the ones within 20 feet of you.

    Spawns Work Differently

    Escalations: As described in another topic, NPC spawns will not be constant but will move into an area and escalate over time, with negative impacts for the surrounding areas. So the goblin spawn plaguing your village to the west one day may be cleared out the next day. And the clear field to the east may see a dragon or a coven of vampires take up residence. Beyond these spawns that are tied to specific areas there will be a few other kinds of NPC spawns.

    Dungeons: Every once in awhile you may find a portal to an extraplanar holdout of some various threat. The portal will allow a limited number of players to enter and face the challenges within. The dungeon will have a randomized layout filled with unknown defenders and various puzzles, monsters, and a main challenge. The main challenge is what most MMO's would call the main-boss, and sometimes it will come in the form of some boss level creature such as a dragon. Other times you may be able to bypass the boss if you have players with the proper skills such as lock-picking, diplomacy, or climbing.

    Roaming-NPCS: The most common roaming NPCs will be low-threat or even harmless creatures. A pack of deer, a herd of Bison, your occasional wolf-pack etc. These creatures will move throughout the world avoiding most humanoid creatures. There will however be some hostile roaming-spawns such as nomadic raiders, wargs, or goblin raiders. These will only be deterred by large fortifications and will actually be drawn to small farms, work camps, or players. So it will be important to get defenders to protect your assets and to be alert when out exploring the world. Most roaming NPCs will offer good solo-friendly content but you'll need to pay attention if you don't want to end up in over your head.
Sign In or Register to comment.