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Palemoon
09-22-2011, 02:02 PM
For this episode, I want to cover the ever popular Agnostic Ogre Warrior who can serve as a baseline for the other Ogres, faction wise. I'm sure this warrior, had I picked Cazic Thule as a diety, would of had worse faction with the "goods" and slightly better faction with the "bads".

As with before, I ran around conning as many different factions as I could on Al'Kabor, the mac server. The devs should be able to easily look up the actual name of the faction attached to the NPC's i've conned. I dont have this info, sometimes its online, sometimes its not.

I concentrated on the "grey" areas where it would not be sure if the Ogre was kos or not. I did not waste my time trying to get into the Paladin Guild of Freeport, for example, to see what my faction was. Assume KOS to the more "good" factions.

Agnostic Ogre Warrior

Turning in guild note gave:

+ Craknek Warriors
+ Clurg
- Greenblood Knights

Oggok

Guntrik = Amiably
Snarg Bonesmaker = warmly
Bouncer Wrok = warmly
Chef Dooga = indifferently
Zulort = Indifferently
Soonog = Indifferently

Grobb

Basher Trak = dubiously
Zimbittle = dubiously
Ootok = indifferently
Ranjor = dubiously
Hukulk = dubiously
Urako = dubiously

Neriak

Guard D'zel = dubiously
X'Ta Tompi = dubiously
Putad = apprehensively
Guard Swang = indifferently
Uglan = dubiously
Guard Lumpin = apprehensively
Namarg = indifferently
Perrir Zexus = dubiously
A Ghoul = warmly
Nezzka Tolax = dubiously
Xon Quexill = dubiously
Pazin Punox = dubiously
Spice = dubiously (wtf, ogre hooker dosent like me??)

Calabis

Trooper Chikzik = KOS
Crusader Bodli = KOS
Klok Naman = dubiously

Paineel

Noclin Saah = KOS
Guard Menbuknar = KOS
Azzar Habbib = KOS

Ak'Anon

Watchman Dreeb = threateningly
Zondo Hyzill = KOS
Oren Furdenbline = dubiously
Clockwork XIIB = threateningly

Freeport

Guard Jacsen = threateningly
Vesagar Nekio = apprehensively
Saxarivza Zexus = dubiously
Quan Nektogo = dubiously

Qeynos

Grahan Rothkar = dubiously
Argyn Shieldstan = dubiously
Guard Quedal = threateningly
Zamel = threateningly
Moran Smith = dubiously
Menkes Tabolet = threateningly
Trumpy Irontoe = dubiously
Corporal Lancot = threateningly
Tomer Instogle = threateningly
Tubal Weaver = indifferently

Erudin

Sentinel Flavius = threateningly

Halas

Garn McMarrin = threateningly
Dansie McVicker = dubiously

Kaladim

Guard Gabel = KOS

Rivervale

Deputy Vastin = threateningly
Hanga Wiskin = dubiously


So even an ogre with the "best" faction is very limited in where they can go safely. Several of the "dubious" factions above, are merchant NPCs that I think in the very beginning of the game would of been KOS. Was changed to dubious in.. velioius? kunark? to stop people from training merchants away with their KOS status.

tl;dr

Ogres are not safe anywhere except Oggock, Grobb, and Neriak. They are barely tolerated by the "underworld" shady people of Freeport/Qeynos.

Bockscar
09-22-2011, 04:14 PM
I don't see how this belongs in the bug forum.

Palemoon
09-22-2011, 04:16 PM
Where should it go then? I'm trying to help fix the "bugged/wrong" factions currently on p99.

Bockscar
09-22-2011, 04:19 PM
You'll need to point out what's wrong and how it should be. That there is just a list of what some things /con to an agnostic ogre warrior.

kanras
09-22-2011, 05:46 PM
The data is helpful. But in isolation, we can't identify how each of the race/class/deity mods is actually contributing to the final result. In the case of the ogre/war/agnostic, it's pretty safe to assume that the ogre portion is going to be the only negative mod in the good cities, but we don't know if that's being offset by a positive warrior mod.

It's more optimal to focus on a specific group of factions in an area and try to narrow down how each race/class/deity affects them. The only way to do this is to throw a ton of fresh characters at them with each race/class/deity combo.

Example: I've been running around on live a bit trying to narrow down the mods in the qeynos area. So I start with a human/war/agnostic. Run around and con representatives from the local factions. I use this as the base and change to human/war/bertoxx. Con the same factions, see what the difference is. I now have a good idea the numerical faction adjustment for Bertoxx worship in the qeynos area. Then I can switch to human/sk/bertoxx, con again, check differences from human/war/bertoxx. That gives me a good idea of SK mods for those factions. It's even worse since we only know the final con result, which represents a large numerical range in many cases.

Sundawg
12-17-2011, 03:39 PM
Mostly fixed, pending update. Work in progress.