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But other than that, I like to have complete control on my companions. Having to spent 5minute corralling them like a bunch of sheeps everytime I stop somwhere would be absolutely annoying. It would be sort of realist, but on the other hand in reality you wouldn't have an invisible leader from above directing them either.
It looks cool until you realise you'll spend a big part of the game corralling NPC. And that's not cool. If you really want to RP that, then do it manually, send your people in the bar sit on a bench, sleep in a couch, whatever.
That might lead to be an annoying spam if you have 10+ people working at the same time, which is fairly common for an outpost. But more "life" would be great.
The "main" party is 10 member strong + 1 bull. I have about 20-30 people otherwise, a team of town defenders and the laborers.
More than I planned, and I'd like. When I started the game I recruited random generated recruit, as I grew more experienced and learned about the unique one, I started to phase them out, but I couldn't bear to "delete" them, so they are now the town defenders^^
It could be little things like, "Hey hamut, looking jacked". Could be triggered after gaining a bit of strength.
"Zoo, I love your meatwraps". Zoo responds, "Thank Zumi for getting the meat."
I think if it ends up like the robots talking about a port city every single time you're in that area...it will get old, but if triggered by the characters, it would be interesting.
only when they are instructed to. Not just wonder around on their own.
Feels like it's too much work for something minor. You can already tell them to do what you want them to do (hit a dummy, go to a bar...).
yeah having the ability to set them to perhaps like a sims mode a "freedom" behavior where they will wonder a little ways but still maintain the task given to them.
like having your weapon smith continue to make weapons an when they're idle they'll simply wander off to a chair , or bar an have a seat perhaps you could even have a minor 'friendship' kinda meter where they'll roam with the people they like. so if there friends off doing a seperate task they might roam over to the friend an help them instead.
obviously there would need to be a parameter on how far they're permitted to roam perhaps at the players descretion. but keep it a toggle so that they won't wander off when you don't want them to.
though i still think i'd prefer to have indirectly controlled NPC for that.
like hireable NPC, or companion NPC you find but don't recruit .
following their own personal goals and objectives.
they wouldn't have to be drawn all the time just when they're within visual range of a character an their activities could simply occur in the back ground kept track of in a text document till they are encountered again allowing for some improptu comments with reguards to their adventures if they survive.
In my game, i have around 50 people in my base; several have a medic job. After a spider attack, they all run around healing each other..and that always leads to a lot of talking. I guess you'd hate it, but i enjoy it.
Watch where you're putting your hands!
Now carry me to bed.
I reckon we'll have to amputate.
Etc. That banter is one if my favorite aspects of the game.
Yep we definitely need more interaction , more things to bring life to the world of Kenshi as they say its the subtle things that make a game stand out the attention to detail i remember how big a deal people made when GTA5 announced a minor cosmetic thats slowly becoming more popular and thats the rain being more realistic without not raining through every obstacle followed by your characters only getting wet where water touches them. sure its a very minor thing but it adds a bit of realism to it, and it helps it feel more alive
followed by the conversations the NPC are always having sadly..it loses its effect eventually with the repetitiveness of the conversations but its still nice because you always have the chance of hearing something new an being surprised.
decorations in buildings make it feels like someone lives there.
personalities in character makes the world feel more like they're alive than them being just dolls that have a few novelties.
the combat in Kenshi is one aesthetic that helps the game feel 'fun' and immersive , it could just be a dumbed down version of a MMORPG's combat where there is no actual blocking. no movement just constantly popping numbers. with no chance or risk. with the outcome always being the expected one.
i for one want more immersion , more feeling like Kenshi is a living world .
Kenshi is nice as it is now. but its kinda hard to stay immersed in it when it feels like nothing you do matters.
yeah setting your own goals an motivations is fine. having NPC comment on something you did , showing some personality positive or negative toward your actions is imo a plus.
And if that's not scary enough for you then install this
http://steamcommunity.com/sharedfiles/filedetails/?id=705105311
=)
Honestly i'd rather see more life than just enemies. caravans, migrants, pilgrims, scientists, historians , archeologists. the people who are out travelling looking for a better life or answers to questions.
if you've watched westworld(its a HBO series its kinda nice..its popular so you've probably heard of it but anyway).
then something like that each character with a story each story interwoven so that you can feel like the world around you is a live..admittedly that'd take a lot of writing and a lot of time. but its just kind of an example.
i mean sure the world of Kenshi is harsh. but where are the people who are living trying to get by who aren't enslaved?
what type of education do they get? when i come across someone it'd be nice if they had dialog and there was stuff to learn about each an every character . heck even talking to the bandits when you take them hostage, would be nice..like their reason for being a bandit. just enough variety to help it seem alive. o.o!
don't give the person a heart attack, they still new to the game and won't know how to handle my Mod.
Wrong type of game angle for Kenshi gameplay and development.You'll need to use your own roleplay imagination for most of that..... I do. =)
Here's a start
http://steamcommunity.com/sharedfiles/filedetails/?id=816282176
http://steamcommunity.com/sharedfiles/filedetails/?id=838054044
http://steamcommunity.com/sharedfiles/filedetails/?id=807276968
http://steamcommunity.com/sharedfiles/filedetails/?id=807838072
http://steamcommunity.com/sharedfiles/filedetails/?id=807262702
http://steamcommunity.com/sharedfiles/filedetails/?id=775181254
http://steamcommunity.com/sharedfiles/filedetails/?id=715349763
http://steamcommunity.com/sharedfiles/filedetails/?id=807268729
http://steamcommunity.com/sharedfiles/filedetails/?id=747623151
http://steamcommunity.com/sharedfiles/filedetails/?id=717900857
There is more but that's a nice start.
The game development won't be covering in depth personal relationship and character behaviour.
My only other suggestion is to download the construction set and have a go at making something yourself I'd help test it for you.
if the goal is to immerse people into role playing then the start of it is creating a feeling like the world is a living place, them adding conversation bubbles to give personality to characters, and potential lore descriptions of areas or for some characters hints at a back story. would suggest there is a desire to create a living world around the core game.
and one way to do that is not just the bar thugs who will pick a fight with you , or follow you out of a bar with the intent of mugging you.
since that was mentioned at one point as something that they'd like to have in the game.
the bar thugs hopefully won't always be passive an reliant on you to start the conversation.
and the shop guards of course would logically step into any fight occuring in the establishment - not so much cause they care if you kill each other. but because those amenities cost money to replace so they rather just mop up your blood than replace them. (although depending on where you are in Kenshi the table might be cheaper than the water !)
also i'm fully aware that the odds of what i imagine occuring are slim :p but the conversation was about adding an immersive feel to the game by having NPC a bit more interactive, and perhaps a bit more freewill..admittedly it was meant for the controlled squad but evolved to those outside the controlled group too.
but as long as it was an optional toggle with a range limit i wouldn't mind if my characters had the ability to act in some set parameters of "freewill" such as getting a drink when grog/sake/rum is avaiable. or being personable with other characters to bring a bit of life and surprise to the world of Kenshi.
because the world feeling alive is what allows for people to immerse themselves into the game. while Kenshi is intended to be a sandbox with out a set goal. that doesn't mean that the NPC can't be more life like an make the RP more immersive by helping fill in some of the narrative and randomness to keep things fresh. and fun.
theres only so long you can play in a sandbox by yourself before you want the unexpected to happen. and in the end immersing yourself with the little eccentricities that are common among people helps keep things interesting.