NPCs as third faction.
Posted: Sat Sep 12, 2020 12:46 pm
Adding a third faction had been suggested several times over RoR history, however it runs into the problem that there are no assets for it.
However- if the additional faction was made from NPCs, then no assets would be required (NPCs do not care how the armor which they wear looks like, after all).
Now, just adding for example a few hero mobs with standard mechanics of lot of hp/lot of dmg/tank needs to keep agro would just turn rvr into pve, so the suggestion is to use a different mechanics for mobs.
Playing Guild Wars 1 long ago, whatever scripts were used there for mobs behavior, mobs there did used same abilities which players used/had same hp, and they were very good at using those- tank mobs were actually making tank walls infront of healers/rdps, rdps were spiking targets, aoe rdps would spam aoe on players, healer mobs were very good at keeping other mobs alive, etc. I specifically remember for example pair of tank+healer mobs which our party couldn't kill (despite like I mentioned, same hp and same abilities as players), or a specific instance where our team got killed, except for 1 npc healer which we hired, and then the npc healer rezzed our team 1 by 1 while kiting the mobs in the area.
Since GW1 isn't any kind of a new technology, in theory the same can be done in RoR- so the suggestion is to add NPC faction/factions using same tactics which players use/ using abilities the way the players use those in rvr. Tank mobs guarding, healer mobs healing, dps mobs assisting to take down priority player targets, etc.
For example, each time a zone opens, 1 random NPC faction out of list of possible factions (for example skaven, tomb kings, vampire lords) spawns in the zone as well, and tries to take over it. If it does, then the open zones go 1 tier down (for example if NPCs take over KV, then the pairing goes down to BFP/Badlands).
Possibly also make it so, instead of two player factions ganging up on mobs, the whatever pc faction which is underdog will have an interest to assist the mobs in taking over the zone.
However- if the additional faction was made from NPCs, then no assets would be required (NPCs do not care how the armor which they wear looks like, after all).
Now, just adding for example a few hero mobs with standard mechanics of lot of hp/lot of dmg/tank needs to keep agro would just turn rvr into pve, so the suggestion is to use a different mechanics for mobs.
Playing Guild Wars 1 long ago, whatever scripts were used there for mobs behavior, mobs there did used same abilities which players used/had same hp, and they were very good at using those- tank mobs were actually making tank walls infront of healers/rdps, rdps were spiking targets, aoe rdps would spam aoe on players, healer mobs were very good at keeping other mobs alive, etc. I specifically remember for example pair of tank+healer mobs which our party couldn't kill (despite like I mentioned, same hp and same abilities as players), or a specific instance where our team got killed, except for 1 npc healer which we hired, and then the npc healer rezzed our team 1 by 1 while kiting the mobs in the area.
Since GW1 isn't any kind of a new technology, in theory the same can be done in RoR- so the suggestion is to add NPC faction/factions using same tactics which players use/ using abilities the way the players use those in rvr. Tank mobs guarding, healer mobs healing, dps mobs assisting to take down priority player targets, etc.
For example, each time a zone opens, 1 random NPC faction out of list of possible factions (for example skaven, tomb kings, vampire lords) spawns in the zone as well, and tries to take over it. If it does, then the open zones go 1 tier down (for example if NPCs take over KV, then the pairing goes down to BFP/Badlands).
Possibly also make it so, instead of two player factions ganging up on mobs, the whatever pc faction which is underdog will have an interest to assist the mobs in taking over the zone.