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Is it possible for npc's to act as allies, and die?

vindo1783vindo1783 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4 Arc User
edited May 2013 in The Foundry
I am trying to make a quest where you need to protect certain points from enemy rushes and want to use npc's to help players keep the rushes of enemies away from the point to protect. My questions are is there a way to make allies fight with you/for you, and have them lose enough health to die?
Post edited by vindo1783 on

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  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Allies can be created to fight with you. They are under the encounter tab labeled as Guards. You can dress them up as you like. You can let them follow you and fight along side you also. You can even create a guard node from the special tab and have them guard an area.

    Also, check out the FAQ thread that has manuals, and lots of video tutorials to help.
    http://nw-forum.perfectworld.com/showthread.php?237862-FAQ-Foundry-Tips-Manuals-Tutorials-amp-Bugs
  • thehuntress#2050 thehuntress Member Posts: 119 Arc User
    edited May 2013
    zovya wrote: »
    Allies can be created to fight with you. They are under the encounter tab labeled as Guards. You can dress them up as you like. You can let them follow you and fight along side you also. You can even create a guard node from the special tab and have them guard an area.

    Also, check out the FAQ thread that has manuals, and lots of video tutorials to help.
    http://nw-forum.perfectworld.com/showthread.php?237862-FAQ-Foundry-Tips-Manuals-Tutorials-amp-Bugs

    Can these die though? I've played with encounters and they just seem to wack at each other. If this is correct then what you can do is have the NPCs disappear when the attackers are dead and have one or two NPCs become visible and have some lying down to give the illusion that all are dead but a couple of survivors.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Yes, guards from the encounter group will fight, and can die. NPCs however will not fight, but also cannot die. You can switch them out as necessary.
  • vindo1783vindo1783 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4 Arc User
    edited May 2013
    Thank you for the reply and the link! It's very helpful!
  • mattkiremattkire Member Posts: 0 Arc User
    edited May 2013
    zovya wrote: »
    Allies can be created to fight with you. They are under the encounter tab labeled as Guards. You can dress them up as you like. You can let them follow you and fight along side you also. You can even create a guard node from the special tab and have them guard an area.

    Also, check out the FAQ thread that has manuals, and lots of video tutorials to help.
    http://nw-forum.perfectworld.com/showthread.php?237862-FAQ-Foundry-Tips-Manuals-Tutorials-amp-Bugs

    awesome! I did not know this. so basically create a dialogue NPC have them disappear and the guard appear and follow and protect?
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    vindo1783 wrote: »
    I am trying to make a quest where you need to protect certain points from enemy rushes and want to use npc's to help players keep the rushes of enemies away from the point to protect. My questions are is there a way to make allies fight with you/for you, and have them lose enough health to die?

    I did exactly this in The Lanaar Legacy, and it works exactly like you want it to. Just keep in mind that this can be tricky to balance. Imagine this situation: You have three waves of enemies coming in. Each wave will appear after the previous one has been completely destroyed. The player has a set amount of guards to help him out. When creating the battle, you balance it with the expectation that the player will manage to keep at least some of the guards alive throughout the battle, but what happens if he doesn't? What if he's playing a rogue who can't really draw aggro from groups, and all the guards die in the first wave? The second and third wave could end up being impossible.

    In The Lanaar Legacy, there's two waves that attack, each one consisting of two encounters stacked on top of each other. I know I've said this is a big no-no, but in this case it works because the player has allies to take some of the punishment while he deals with targets of opportunity. During playtesting I discovered that it was very much luck- and class-based whether or not the guards even survived the first encounter. When the second wave (consisting of a hard and a standard encounter) arrived, a high-level player without any guards to help him out wouldn't stand a chance to survive. He'd be slaughtered. This was a bit of a headache. One obvious solution was to have friendly reinforcements join the battle after the first wave was done, but this would cause the opposite problem: What if the player managed to keep ALL the guards alive in the first wave? The second would become a cakewalk.

    Eventually I came to the natural (but hard to reach) conclusion that players who manage to keep his defensive lines intact should be rewarded for it, but players who didn't shouldn't be punished. I brought in reinforcements. Not only that, the reinforcements are more capable than the ones you have in the first wave, which means that even if you have to rely on them alone because the first group is gone, they'll still be able to hold their own.

    It worked out very well in the end, but these are questions you need to ask yourself. Don't throw waves of enemies against the player with no way for him to replenish his resources (ie. friendly guards), because you risk making later waves impossible to beat.
  • mattkiremattkire Member Posts: 0 Arc User
    edited May 2013
    Ok I created my guards and set them to appear after the dialogue and to follow. However, they just stand there. There doesn't appear to be a start or stop follow option. so not sure what I am doing wrong.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    mattkire wrote: »
    awesome! I did not know this. so basically create a dialogue NPC have them disappear and the guard appear and follow and protect?
    Yes, also remember to give the guards the costume of the npc :)
  • thehuntress#2050 thehuntress Member Posts: 119 Arc User
    edited May 2013
    vindo1783 wrote: »
    Thank you for the reply and the link! It's very helpful!

    Zovya and Tilt are awesome!
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Of course, now that I wrote all of that down, I suddenly realize that I could have tied the spawning of reinforcements to both the death of the first wave of enemies, AND the death of the first group of friendly guards. That would have made for a more balanced experience for all skill levels.

    Huh. Sometimes it really helps to talk about things. :)
  • narathkornarathkor Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    tilt it kind of does not, I tried that but at higher levels due to unbalanced scaling between guards and encounters it was too hard at higher levels, I chose to make it too easy at lower levels and just have more guards spawn for each boss incarnation myself after trying the different methods.
    Please check out my foundry quests!
    The Sins of the Father NW-DLN6BC8NX
    A Name For Yourself NW-DRBWMCFL4
    Click Here To Visit The Official Thread
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I suppose I should try the quest again at high levels to make sure it actually is as balanced as I pretend it is. I might have made an atrocity out of it for all I know... though the reviews never mention anything like that.
  • narathkornarathkor Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Maybe not, my "boss" encounter gets kinda hairy at the end without the guards as a 60 GF though. I have found testing things as a 60 GF solo due to the utter lack of DPS (not using my cool BIS set, I use the pvp <font color="orange">HAMSTER</font> set to test) gives me a great idea of whether it is doable or not.
    Please check out my foundry quests!
    The Sins of the Father NW-DLN6BC8NX
    A Name For Yourself NW-DRBWMCFL4
    Click Here To Visit The Official Thread
  • mattkiremattkire Member Posts: 0 Arc User
    edited May 2013
    does anyone know why the encounter will not follow me?
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Because your quest isn't published. In any case, you shouldn't use follow on an encounter. They'll all just walk up right next to you and probably overlap each other (and you) in the process. Try to think of some other solution. The current implementation of Follow is lacking.
  • mattkiremattkire Member Posts: 0 Arc User
    edited May 2013
    Ahh thanks for the tip. I am tinkering with patrol path one way and seeing how that works out
  • zogvarnokazogvarnoka Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2013
    tilt did an excellent job of this in Lanaar Legacy so take his advice seriously.
    Removing the Grey Mask
    NW-DJ56XFK6G
    My first installment in the Rise of Shadovar Campaign.
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