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-5
Imagine if you can create an NPC character that does a certain task or multiple tasks that you could continue to make them do when you log off such as running the blacksmith shop, chopping trees or simply guarding an area of your land and can be set to greet or attack travelers and raiders when they enter the area. Especially when you need a weapon made and the blacksmith is offline, you can have an NPC that can do the order depending on the NPC's stats. I'm writing this late at night so it's not a perfect explanation but I hope you understand how indep and creative you can get with this concept.
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Comments (22)
  • Accepted Answer

    Sunday, June 14 2015, 05:30 PM - #Permalink
    0
    .. It has been asked thousands of time, and the short answer is : no !

    Why ? Because Life Is Feudal is a game that aims to create a world ran by PLAYERS, not tons of NPCs running around doing things for the players. Also, it forces players to either group up to achieve big things, or stay alone and live with the little they can produce by themselves. Or eventually trade, but I consider that as a grouping up action personally.

    As for the guards, it's understandable why players want guards, so they know that they will not lose their stuff overnight.

    Well, same. Group up, or take the risk. Plus, in MMO, there will be siege mechanics, where you will KNOW a day or two in advance WHEN you get attacked (during a window of a few hours). So you can try to be there.

    Plus, the big problem of NPCs like you're describing is that they would consume HUGE ressources on the server, and would create tons of lag for not much.
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  • Accepted Answer

    Saturday, June 20 2015, 09:55 PM - #Permalink
    -2
    BOO
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  • Accepted Answer

    Sunday, June 21 2015, 09:44 AM - #Permalink
    -2
    aaaand it's a "nope" too... ahah... no npc ! we don't need it !
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  • Accepted Answer

    Thursday, July 02 2015, 06:15 PM - #Permalink
    0
    Personally I think this option or one like it would be great for those of us who play private servers. Another way to do this idea is to add a slider like we have for animals and instead of the NPC's already doing tasks have them be serfs with potentials for certain areas like the Races of the game. Some would be better farmers and gathers others would be hunters and some builders and crafters. They wouldn't automatically join you and you would either have to intimidate or entice them. You would, as there lord, have to provide for them as well. So if you came across one who preferred farming you would at least have to have a hut and some crops, or force them to make them if your going the bully route. i play on a private server because frankly in EA games there isn't enough control over MMO and I would rather not have to deal with some of the crap that goes on. Once the game is official, maybe, but again i like single player most. This would be an answer for those long lonely hours just going around providing for yourself. It would also offer a challenge.
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  • Accepted Answer

    Friday, July 03 2015, 11:03 AM - #Permalink
    1
    I agree, that "Usefull" NPC are a no go, since it torpeds the concept of the game.

    However... NPCs that are only for show, would be nice... at least now in Your Own, it appears to be rather lonely sometimes... So an NPC as waiter in a Tavern, a young helper in the smith and so on, would be nice. It would liven up the world.
    Same goes for a shop. Perhaps the player who finishes certain buildings is able to "contract" an NPC for show. I do see some potential in this, but as I said: NO towards USEFULL NPCs.

    Perhaps that is something for later Patches or addons. At least, if you could also interact with them to a degree:
    - The Waiter in a Tavern could sell you drinks, which have to be crafted by players and the money would either become the property of the one who finished the building/ contracted the NPC, or send to the guild (with a lose of a certain amount, since the NPC would be needed to be "payed"). This concept is also adaptable for other jobs with special buildings, or a new building called "shop".
    - The young helper in the Smithe could tell you, which materials are still needed in the inventory of the smith for certain things to craft.
    - You could also "marry" an NPC, which would require you to get your own house, and so on. Perhaps even children are thinkable and a family would certainly require a lot of attention from the Player, providing a lot more entertainment in the long run.
    - Certain NPCs would also seem required for a castle, like a Herold.


    If that is nessecary in a MMO Version is a question the Beta would have to answer... but at least for the private maps it would be GREAT!
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  • Accepted Answer

    Friday, July 03 2015, 11:59 AM - #Permalink
    -1
    I started a new suggestions, since my idea differs greatly from the toppic of this suggestion.

    Look here: To liven Up the feudal life: NPCs in general
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  • Accepted Answer

    Friday, July 03 2015, 07:34 PM - #Permalink
    0
    Okay it is obvious all of the replies thus far are from MMO players and that is fine but don't nix it just because it won't work for you. I play single player and that is why I Bought the game. Single player is boring at the moment. It consists of long hours gathering so you can get your skill tree up enough to actually do something, but it is still boring. NPCs would change that and I agree this shouldn't be implemented in
    MMO but it should be optional for those of us who mark our servers as private. A bar selecting how many NPCs, or peasants/serfs, would control the amount and challenge of the game. Also they would not just join you. You would either have to entice them with provisions and proof that you would be a good lord, or you bully them but beware bully too much and you would create an enemy. Something single player desperately needs. I am aware that the MMO aspect of the game is priority and for now I'm fine with that but right now single player sucks and this would be a good idea to force us to put more into the game.
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  • Accepted Answer

    Saturday, July 04 2015, 08:58 AM - #Permalink
    0
    this game is definitly NOT asingle player and never be >;< if you wanted a rpg medieval adventure... then... i think you've made a mistake
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  • Accepted Answer

    Sunday, July 05 2015, 08:35 PM - #Permalink
    0
    Khan-Bjornsen wrote:

    this game is definitly NOT asingle player and never be >;< if you wanted a rpg medieval adventure... then... i think you've made a mistake

    check the store page and description, MMORPG and Single Player. Not losing my mind that's what it advertises and we have the option for a PRIVATE server. that states options for MMo or Single play. It is already available for single play. I also wasn't in it for the RPG but for the skilling and crafting bases.
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  • Accepted Answer

    Sunday, July 05 2015, 10:24 PM - #Permalink
    0
    The game allows you to play by yourself, and you can make your server really easy to play on (high skill multi / cap) but you lose much of the interest of the game, and the devs shouldn't, and will never, spend precious time on developing NPCs for the few players who play solo, and there will never be any in the MMO (apart from a few natives that will only spawn in cave and drop nothing, just to scare off miners basically..)
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    Tuesday, November 28 2023, 01:25 AM - #Permalink
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    Player-created NPCs for tasks like blacksmithing, woodcutting, or guarding, even while offline, would be a game-changer. This would add depth and continuity, ensuring progress even when players are away. Implementing these features could significantly enhance gameplay experiences, fostering a sense of persistent world-building. The concept opens doors for diverse playstyles and strategies. Integrating this mechanic across Platform: Android / PC would democratize gameplay accessibility and immersion, making it an inclusive and engaging experience for all.

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