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Main Forums => General Discussion => Topic started by: mucka1916 on November 03, 2011, 05:47:07 PM

Title: Constant NPC death in Isolated grove
Post by: mucka1916 on November 03, 2011, 05:47:07 PM
I'm noticing people keep seeming to bring hostile foes into the grove of late. (Leopards, werewolves, lizards, etc)

Numerous times it ends in one or more NPCs dead or missing. I logged in today to find the "Treekeeper" dead in the grove (with DM help came 'back to life') As well as Maida and Nijapya vanished. This has happened on more than one occasion.

While other faction or spawn areas of groups have "disposable NPC's" (i.e NPC's that aren't necessary for quests/trading/travel) almost every NPC in the grove is necessary for one means or another.

Would it be possible to have some NPC's placed at the entrance of the grove to act as first line defence? At least they can harm or "drive off" potential threats much like the guards at the bridge of Mistlocke or Conclave consorts.
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Post by: The Gypsy Champion on November 03, 2011, 05:53:52 PM
Barbarians with greataxes with +1 to them would be grand really.
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Post by: mucka1916 on November 03, 2011, 06:17:57 PM
From an IG point of view though what may work better if a script could be used that allowed the NPC druids to cast Dominate Animal first and lead them into the wild again. If this fails then kill the animals.

Not sure how feasible this is though.
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Post by: Roxy on November 04, 2011, 02:58:50 AM
The NPCs could be set to 'invulnerable' if they are not supposed to die to spawns or PCs.
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Post by: Random_White_Guy on November 04, 2011, 03:17:38 AM
Or people could not lure spawns to these areas in the pursuit of saving their hides rather than using hide, invis, or otherwise.
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Post by: mucka1916 on November 04, 2011, 03:27:31 AM
Quote from: Random_White_Guy;264184Or people could not lure spawns to these areas in the pursuit of saving their hides rather than using hide, invis, or otherwise.

I agree wholeheartedly with this but it's extremely hard to catch people in the act and even harder to say 100% was due to meta and not "Oh I was heading there anyways and didn't realise I was being attacked" so extremely hard to actually police. The invunerability or added NPC's seems a bit more realistic to implement than a blanket ban on taunting NPC's with mobs.
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Post by: Diz-e on November 04, 2011, 04:11:15 AM
Quote from: The Gypsy ChampionBarbarians with greataxes with +1 to them would be grand really.

-Gaeseric trumps this.

Quote from: Random_White_GuyOr people could not lure spawns to these areas in the pursuit of saving their hides rather than using hide, invis, or otherwise.

-Seriously. Another common problem is people doing ambitious crafting experiments in areas like this. I'm sure a lot of us are guilty here; I'm not even going to get into the fact that it's a ridiculously reckless IC action and probably not something many PCs would do anyways!