Thread: Game Mechanics: Green NPCs should flee at 50%
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Old 08-19-2020, 08:29 AM
Dolalin Dolalin is offline
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Starting to think about #1 to be honest:

Quote:
12/29/99

> First off, I'll say that I agree with you. But Id also like to point out
> where I think Verant is coming from. Picture if you will, and party of
> adventurers entering a dungeon. Suddenly after only a few steps inside
they
> are greeted with the foot soldiers of the dungeons master. Masses of them.
> Their skills are weak and pathetic compared to that of the party, and are
> easily dispatched. Wading through the waves of mindless grunts, the party
> presses on. This picture is common in most fantasy genre stories. This is
> where I think Verant is coming from.

Which is fine and all but the problem is you gain no experience for doing
so.
Its tedious and extremely dangerous and in return for it you get what?
Nothing
but the risk that one of the wimpy swarm of creatures gets away and brings
back a swift death to you. Perhaps a better fix for it would be for Verant
to
rethink the "no xp" for green cons in dungeons, one green creature is
nothing
5-6 of them with one of them breaking off and running is FAR too annoying
to deal with when you get *nothing* in return for it.
Its amazing how simple
seeing a You gain party experience can make a fight less annoying then
killing a bunch of trash mobs and get zip, even if it is a tiny bit it adds
up and
you dont feel like that huge fight was for nothing.

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