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For me, nothing has compared to that experience since in MP besides coop, so I'm holding out for NPCs to fill the void of Survivors in SP.
It was KoS'ers that drove me to PZ from DayZ to begin with. I would rather they just slap on a 1.0 label, call it finished and walk away right now as opposed to putting in KoS NPCs.
That's about the only thing I'm fairly certain about. It wouldn't make sense to just instantly kill you, unless it's building up against another group/faction for a fight (if it's that in-depth) or you can see danger coming from relationships with NPCs.
One thing I know for certain though is that NPCs will not be dumb KoS bots. They were target practice dummies before they were removed and TIS isn't going to create the intellectual equivalent of that and just change their level of violence, especially with how much time they're spending on them.
I would like some NPCs to be dangerous though. The idea of firefights or melee battles (especially with the revamped animations and combat - the improved visual feedback would certainly make player-player combat smoother) is really intruiging
I like the sound of that
I dont have any problem on add more than KOS npcs, just Bandits that works as gags, but what I would like to see would be, first ann aproach to non-hostile official NPCs... with some misions related based on archetipes (like a mother that lost his son and looks for it or any proof about their fate) scaveging some resources for any NPC that could craft you something special or once you get enough confidence he gives you any special recipe... etc.
Whith it should exist the chance to create maybe your own group, where, like seen on other games like State of decay, you build a comunity... maybe also you could choose to rotate characters that owns to your safehouse so you can specialize and change characters to play with, not necesary requiring to die to use anothere dif character... (still permadeath for characters) and THEN later, add the same principle but for NPC bandit gangs that should perform on a similar way, being aggresive and also looting and looking arrounf the map, that also could find your safehouse or signals of your activity, ending on an aproach to your base and maybe offering any kind of deal, force you to give anything to them or just coming for trouble... it also could vary.. from "only being a problem" (attacking or following your characters when leaving the base, as any kind of random encounters) or making directly a typical attack (weapons) atipical attack (using zombies, sounds, lights or fire to make holes on your defenses) or even sneak attacks (using strange hours, that could force the player/mechanics of the game to also plan the sleep timing of people and guard positions.
Actually there is a lot of posible mechanics involved to this that would feel phenomenal as late-game.
If the developers think it could change too much the game would be that easy to add a different gamemode like an option of "Comunities" and also "Hostile Gangs".
However, understand the scripting would be hard to be made.
Anyway I wouldn't be surprised to find out that there may be one type of NPC "faction" that will KoS, or at the very least, rob you on sight using superior numbers ala' "Neegan" tactics and if you don't placate them there and then, you will be killed, and who knows if you will ever be able to get in that particular "gang", because it could be something of a perma-protagonistic NPC faction.
NPC's are going to make things pretty rough I think, even if they get balanced to perfection or even near perfection, but they will be predicable maybe so maybe that will work to a players advantage. Knowing the outcomes of different choices, will be key in resolving issues and conflicts in the players favor. After a while that will get boring though I think, because it will be the choice of one set of dialog or another, and when you know the outcomes of them all then what is the fun in that after a while.