ive moved this here, felt it was relevant so why start a new thread
my thoughts on NPCs which i am much more interested in than any other area of current development that i know of
been playing with a NPC follower for an ingame day now; the biggest and most critical thing i feel lacking is the ability to check the health status of the NPC, as i do not currently see a way. there are some bugs traversing the conversation screens still; my guy had me kill a jabberwocky and now he wants to kill 100 zombies; every time i talk to him it gives me the debug info on the mission, also the screen blacking out seems to be an issue until you press a button sometimes…
other than that, it would be good to see a full list of visible equipment; there should be a “come here, stay there, go yonder” system or some such; NPCs do not show up on monster/critter list (‘V’ key); item pickup preferences (i.e. find a better weapon or armor, look for drugs/meds/valuables, or dont worry about items and fight for your life etc); also i think sleeping in shifts should be a concern if you wanna try and work that in there or something as well as managing shared resources like food, water and drugs… something akin to dwarf fortress “designations” comes to mind, i.e. designating a square as food storage or weapons stockpiles, or a set of squares, more generally, as a “home” or “base” area or a meeting area if you get split up or whatever
just thinking freely at this point hehe but those first ones are my personal recommendations, especially since NPCs and factions seem to be the Next Big Goal (at least you have my vote for it, even above Roving Hoardes and wayyy above z-levels, which i PERSONALLY view as overly complex with little gameplay benefit, though i completely appreciate the novelty of the idea and think it would be cool… there are more fundamental things to hammer out IMHO)
i think NPCs make a swell addition to the game and alleviates a bit of the cabin fever. i cant wait for them to start playing a bigger (and more stable) role in the game. id like to see it lean more towards party mechanics than roleplay or narrative purposes; i dont care much for the dialogue and social interaction, missions and whatnot, i go more for the gameplay benefits and potential for emergent storytelling.
OH! and before i forget, i also had the inclination to want to train my NPC companion as opposed to vice versa, i thought that would be cool, to amass a bunch of followers and teach them all karate at a dojo and subsequently PROFIT hehe
also, if there is a thorough repository on current NPC mechanics as they stand could someone link it? ive looked around wiki & forums but cant seem to find anything thorough enough to suffice (and i am just illiterate/lazy enough not to sift through the code)
cant wait to see what you all come up with
concerning the last page or two of this thread,
[spoiler]my opinion is that with a situation like this, once the community of contributors grows to a certain point, there will just statistically be differences among them. IMHO the only way to counter this is with a completely impartial director of sorts (or a small group of “directors”), who necessarily plays and enjoys the game, who knows enough about programming to work with devs but not contribute anything him/herself (avoiding creative differences such as these), who is socially amicable and unconditional in their judgement of peers (of which we ALL are, dont forget), who can communicate between the growing core dev team, the similarly growing content dev team, and the hopefully growing fanbase, and who has no bias towards the future of the game.
someone who doesnt care enough about the game to be possessive, but who cares about and enjoys it enough to serve as a mediator between the growing number of political and developmental entities that are surfacing in the community, and who DOES NOT CONTRIBUTE to the game in any other major way, again to quash any creative differences. thats teh important part. take it seriously, but don’t obsess.
it would hypothetically be up to the core dev team or at least the oldest constituents to elect such a person(s).
i suppose the other route is true and complete crowd-sourcing or open-sourcing and just letting everyone do what they want. another surprisingly even uglier route is that one person or party asserts their own agenda over that of the community, no matter how little, which is inherently going to be biased toward their own wishes and away from those of others, whenever such disputes arise.
[/spoiler]
i guess what im saying is that i personally think we need someone (or someones) who we can all agree on to have the final word in decisions, who we can all trust with heavy decisions, and who we will not resent for choosing something we were against. such a person should not contribute to the game in any other way. kind of like a jury or something.
of course thats just my own inflated armchair philosophy, and i dont really know who does what so i hope i dont offend anyone.
do you guys have like an official roster of at least the core devs or something? who should we be thanking? lol