Why npc doesnt care about loot?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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jokers27
Posts: 5
Joined: Mon Dec 17, 2018 5:30 am

Tue Dec 18, 2018 4:37 am

A easy way to make 10k of money right in the beginning is waiting for the guard to kill some animal like taurus in front of the city door and loot/sell all hide without any consequence.

Maybe looting something killed by other npc should be a red action with bounty as consequence cause now its way too easy to have lot of money quick and withouth any challenge.

Also maybe when you run 3 time on the guard with ennemy on your back they could just ignore you saying "Man! this is the third time this week, we are not paid enough for that!"

Setari
Posts: 11
Joined: Fri Dec 28, 2018 8:44 pm

Fri Dec 28, 2018 8:52 pm

Idk, even 70k or 100k col goes down the drain quick when building a base and getting materials for it and stuff.

Full Frontal Yeti
Posts: 33
Joined: Thu Jan 17, 2019 5:54 pm

Thu Jan 17, 2019 6:42 pm

Q: Why npc doesnt care about loot?

A: my guess would be designed game play that was not interested in just being a punishing grindy hardcore niche audience kinda play.

Basically when it comes to designing game play, general rule of thumb is, reality is not that much fun or people would not be trying to escape from it into a highly contrived rule sets for game play.

A really excellent example of this is pen and paper DnD and how the GM manages monsters/badie NPCs you fight.

Some GMs and players will think it is great when their lvl 2 character has their throat slit and insta killed after being knocked out in a fight.
This is the badies acting as intelligently in achieving their goals as the players were expected to.
So for that game group lots of new charters is fun, cause in a world where the NPCs know how not to have to fight this fight ever again, they take that choice, kill the knocked out players first and then move on to anyone else still standing.

Meanwhile the more common to find DnD table GM is unlikely to have their more basic baddies be that smart about their actions. The more common game appracoh, is that baddies incapacitating a player will now move on to whoever is still standing. Even though the NPCs ought to be as aware of the world they live in as any PC is, and know full well to just take the 4 seconds(one round) it will take to run a blade though an incapacitated combatants neck to be sure they don't manage to be revived and rejoin the fight.


So basically there it is, if the NPCs of this world were as smart s the player and did behave as the player can and will. It probably winds up being way too punishing/grindy and then would only have real appeal to a far more niche audience.
Not that you can't decide to court a smaller niche audience if you want to. and make a game that appeals to them very explicitly.

But if you are looking to make an offer to a more general gamer audience (as in neither extreme end of the spectrum for hardcore or casual, the bulk in the middle). Then you need to find a spot to land where the game has challenge and meaning, but is also satisfying that escapism itch by not being so hard it just feels like more real life.

Odds are good that this is what was needed to ensure the player was't overly put upon for early game grindy, having to replace all your stuff too often from NPC lootings.
So specific NPCs just loot specific stuff, and ignore the rest. That's probably what had to happen to keep it more fun than frustration.
Though again, it would be a legit game to be as you describe, but apparently this game maker was aimed at a less "hardcore" kinda audience is all.

I'd not be surprised if, NPCs loot 100%, is a mod that would be easy to find or make.

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