Npc body guards for gold and reputation

TheOxMan

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Apr 11, 2022
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Perhaps if you gain enough reputation with a town you could spend gold and or you could gain a “favor” token with high reputation that you could use to obtain a contingent of npc gaurds to follow you around and protect you.

make this proportionate to how much rep/money you can spend up to 5 NPCs of varying skill/ strength.

if you are killed with those NPCs in your group and they survive they will bring your things back to town for you and leave them at your bank.

thought about this because there are a decent sized group of people who think it is hard to play solo and I think this would help them out if they were willing to put in the effort to gain reputation
 

finegamingconnoisseur

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Get to know the locals and make yourself known.

There are powerful, established warlords and wealthy entrepreneurs who possess vast resources and the authority to muster real professional soldiers to do the very thing you are asking for.

Besides, you will want real players fighting for you in a situation involving other real players, not predictable and easily countered NPCs bodyguards.
 

TheOxMan

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This is a player centric game, go hire player guards!
I generally agree and give the same advice to people but I see nothing wrong with having some degree of control over AI as well. What are pets anyway if not a form of ai body guard ?

one reason I like the idea of hiring NPCs to defend you using rep is also because it gives reputation more functionality.

overall though I tend to agree with you that hiring players is the best choice.

also part of this was made after reading a complaint from a person who has trouble because of a language barrier.
 
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TheOxMan

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Get to know the locals and make yourself known.

There are powerful, established warlords and wealthy entrepreneurs who possess vast resources and the authority to muster real professional soldiers to do the very thing you are asking for.

Besides, you will want real players fighting for you in a situation involving other real players, not predictable and easily countered NPCs bodyguards.

I responded to the other person in the thread more or less in a detailed way so I’d rather not rewrite my point.

I would just say that animals are basically ai body guards so it’s not like it’s unheard of.

also the second point in response to being predictable ai is more to do with the number of ai and giving a person who hires them a small leg up in order to balance out one sided situations. Not meant to replace the need to defend yourself
 
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Chillywilly

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I responded to the other person in the thread more or less in a detailed way so I’d rather not rewrite my point.

I would just say that animals are basically ai body guards so it’s not like it’s unheard of.

also the second point in response to being predictable ai is more to do with the number of ai and giving a person who hires them a small leg up in order to balance out one sided situations. Not meant to replace the need to defend yourself

I agree with having animals as guards but 2 things. 1) Animals are too far back when following, you can be pplayer killed before your pet reach's you to help.
2) Armor for pets as we all know what's the first thing anyone attacks is your horse so having a pet cougar beside you will end up being killed just the same.
 

Chillywilly

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Apr 18, 2022
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Perhaps if you gain enough reputation with a town you could spend gold and or you could gain a “favor” token with high reputation that you could use to obtain a contingent of npc gaurds to follow you around and protect you.

make this proportionate to how much rep/money you can spend up to 5 NPCs of varying skill/ strength.

if you are killed with those NPCs in your group and they survive they will bring your things back to town for you and leave them at your bank.

thought about this because there are a decent sized group of people who think it is hard to play solo and I think this would help them out if they were willing to put in the effort to gain reputation
As of right now the only thing people gain reputation for is for losing murder counts and clades. I like your idea as well because some guilds are small and don't wish to deal with large guilds. People seem to forget if you have people escorting you chances are the guild that they belong to have enemies who will kos them on sight. Being able to hire guards eliminates this problem.
 
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ThaBadMan

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I generally agree and give the same advice to people but I see nothing wrong with having some degree of control over AI as well. What are pets anyway if not a form of ai body guard ?

one reason I like the idea of hiring NPCs to defend you using rep is also because it gives reputation more functionality.

overall though I tend to agree with you that hiring players is the best choice.

also part of this was made after reading a complaint from a person who has trouble because of a language barrier.
You will find, most MO1 and MO2 players hate anything AI and guard related especially if its about Players manipulating guard AI.
Guard AI was the single worst thing that was apart of MO1 and plagued the game for half a decade chasing off players due to the retarded ways you could abuse them.

If guards returns in any way close to they where in MO1, masses will quit the game in an instant. And yes I mean quicker then they did with insane que times to play, way quicker.
 

JunidO

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Nice idea but will never happen. Star Vault has its own path and it will be followed, even if it breaks the game.
 

TheOxMan

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You will find, most MO1 and MO2 players hate anything AI and guard related especially if its about Players manipulating guard AI.
Guard AI was the single worst thing that was apart of MO1 and plagued the game for half a decade chasing off players due to the retarded ways you could abuse them.

If guards returns in any way close to they where in MO1, masses will quit the game in an instant. And yes I mean quicker then they did with insane que times to play, way quicker.
Well I can understand that and I think for sure if what your explaining is only avoidable but avoiding what I’m suggesting then fair enough.

I don’t however think “it was broken in the last game” necessarily mean therefore they should not attempt to push their limits for ai design if it could add interest and make the game more engaging for more people.

the team was also smaller than it is now for mortal online by quite a lot from what I gather so perhaps they have recourses to put into more advanced ai.

I think AI should be focused on at some point because in an ideal world they can make the world more dynamic and feel more alive (especially in cities and towns)
 

ThaBadMan

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Well I can understand that and I think for sure if what your explaining is only avoidable but avoiding what I’m suggesting then fair enough.

I don’t however think “it was broken in the last game” necessarily mean therefore they should not attempt to push their limits for ai design if it could add interest and make the game more engaging for more people.

the team was also smaller than it is now for mortal online by quite a lot from what I gather so perhaps they have recourses to put into more advanced ai.

I think AI should be focused on at some point because in an ideal world they can make the world more dynamic and feel more alive (especially in cities and towns)
Yes until their AI is anywhere near good enough Id say they should stay as far away as they can.

And so far we have seen that their AI is still the joke of the first game. If they worked perfectly boos fights could be good in this game but aparantly they are as buggy as the first game ever was so wont happen this century.
 
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TheOxMan

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Yes until their AI is anywhere near good enough Id say they should stay as far away as they can.

And so far we have seen that their AI is still the joke of the first game. If they worked perfectly boos fights could be good in this game but aparantly they are as buggy as the first game ever was so wont happen this century.
Lol I mean fair enough. I will try and be patient.

I haven’t had too many negative experiences with AI other than their overall lack of depth.

they basically behave the same way as any other mmo games AI
 

Rhias

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I'm looking forward to a group of 20 players roaming together with 100 guards. Can't think of anything that will be more fun. :sick:
 
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TheOxMan

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I'm looking forward to a group of 20 players roaming together with 100 guards. Can't think of anything that will be more fun. :sick:
I mean you could just also tweak the value to make this far less likely but I take your point.

Can this not be accomplished with pets? If 20 people roam with pets you have 30-40 entities as it is.

so maybe 5 is too much but 1-2 that cost exorbitant amounts of reputation.

not everyone will commit to doing dozens of parcel runs to gain access to an npc for an hour.

you can make any mechanic sound ridiculous if you aren’t willing to do a bit of workshopping on it.

Really I am just spit balling some ideas I think could could give some players options to level the playing field with larger groups if they are willing to push through the challenges earlier on.

shouldn’t this be the goal of the designers to develop play styles that bares rewards that help you to survive and thrive?
 
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Rhias

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A tamer spents primary points for it, making the character itself weaker. And the stronger pets are not available in town (unless sold by other players) e. g. a terror bird can be found only in the jungle or a white bear spawns rarely in a certain cave.
 

TheOxMan

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A tamer spents primary points for it, making the character itself weaker. And the stronger pets are not available in town (unless sold by other players) e. g. a terror bird can be found only in the jungle or a white bear spawns rarely in a certain cave.
Point taken with all that but this is the job of a designer no? To find ways to balance an idea.

what do you this was decided on first? Being able to own pets, or the need for pet points? Or the placement of rare pets.

all this says to me is that the concept would need some workshopping from the devs which I would expect.
 

Rhias

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Point taken with all that but this is the job of a designer no? To find ways to balance an idea.

what do you this was decided on first? Being able to own pets, or the need for pet points? Or the placement of rare pets.

all this says to me is that the concept would need some workshopping from the devs which I would expect.
Having different types of NPC e.g. healers and mages, and even up to 5 of them is not even a balance issue, but a dramatic change to the game's foundation.
Basically you're trying to replace the need of players with an NPC and turn MO into a mount & balde kind of game. I'm not saying that this won't be a game that a lot of people would enjoy playing (see the fanbase of mount & blade), but it doesn't fit with the idea behind mortal and a "player driven world".
 

Midkemma

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Not for guards. In MO1 we had TC mines and the NPC could be killed and looted. I know this encouraged walls but I think it could be altered to fit this suggestion.

Each town has a GY and that can encourage some PvP to happen... What if each town had a quarry or tree-farm as well?? Restricted to... Granum and Firmwood??? Still encourage people to get out to mine for the good stuff.

Hire a miner/lumberjack and the NPC goes out to the area and gathers X amount and their gathering doesn't take from the node, repeat for time period or till killed. These NPCs also do not give MC if killed.

Players can either drop a small fee for the NPC as a 'gamble' and see what they collect in 24 hours (example timeframe) or go out and protect the NPC and probably other peoples NPCs as well.
No MC from the NPC is to encourage people to kill them. Snipe them.. Raid them.. Go piss of the people who hired them.
 
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TheOxMan

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Having different types of NPC e.g. healers and mages, and even up to 5 of them is not even a balance issue, but a dramatic change to the game's foundation.
Basically you're trying to replace the need of players with an NPC and turn MO into a mount & balde kind of game. I'm not saying that this won't be a game that a lot of people would enjoy playing (see the fanbase of mount & blade), but it doesn't fit with the idea behind mortal and a "player driven world".
Having different types of NPC e.g. healers and mages, and even up to 5 of them is not even a balance issue, but a dramatic change to the game's foundation.
Basically you're trying to replace the need of players with an NPC and turn MO into a mount & balde kind of game. I'm not saying that this won't be a game that a lot of people would enjoy playing (see the fanbase of mount & blade), but it doesn't fit with the idea behind mortal and a "player driven world".

I certainly do see what your saying and also realistically if it is away from the design of the game it will never happen which is fine by me.

perhaps if devs read these kinds of posts they can see something useful in them but I get what you mean and I also agree that this isn’t the kind of game we would want every person running around with their own personal army that would not fit the game at all.

I have also suggested player contracts with an npc that hold the money in collateral for protecting players as well.

the main point stands I think that currently there are a decent chunk of players who play that are in a limbo state where they must either join a guild that will actually help them, or they have to trust that another player will actually protect them and not trick them and kill them.

while some of this is a part of the experience I also agree with them that it’s highly weighted against these players to a degree I feel can be improved actively.

perhaps this suggestion would go to far in the other direction in your opinion and that’s fair but I am of the mind that we do want players in the game who just want to play as crafters/gatherers without any specific ties to other player groups.

not necessarily solo gaming because it’s a multiplayer game and if people want that I say go play another game, but certainly giving them the independence to pick and choose who they want to associate with I think is a valid thing to ask for .

these players should be given the tools to survive if they take advantage of the tools in an effective way.

And that is really what this suggestion is aiming to address, how can we give players who are “solo” or independent the ability to control some slice of their social interactions so they can enjoy the game.

maybe some would say they should have no control over those interactions other than choosing to talk to someone or not, but I disagree and feel other styles are given more by the nature of the game play.

a bandit for instance is going to have the ability to choose what time and place they want to kill another player and their escape routes. They can choose to stalk a target from town without their knowledge. They can even change their minds and just gather along side that player if they don’t feel safe killing them.

a villain in most cases has an extreme upper hand, and the key point is that they don’t need to say a single word to another person in order to take advantage of these strategies.

That’s basically 5 choices/strategies vs 1-2 that a gathering player has without having to trust/interact with anyone.

I don’t think the answer is to remove those advantages from villains

Instead I want to see gatherers given options to push back against those odds.

each play style should progress in time ideally in their strategies.