NPCs rescue missions

i never saw i any movie that  idiot who was going in wall , any in walking dead, this new film with zombies on netflix, walking dead or residnet evil XD so there will be not fun just annoying
U never saw in a movie one or more of the rescues, being stuck under a wall, get injured, or falling in a flawless/weak ground ?? ... U never saw a hero going back to rescue them ?? XD ALL THE TIME !!! Open your mind instead of getting stuck to your opinion !!! and yeah, going back to rescue them is the FUN part !!! Otherwise, don't even bother to make a NPC rescue mission !!! Cheers !!!

 
While 7D2D does not incorporate NPCs rescue missions, I returned to play ARK SURVIVAL EVOLVED. As an example that my idea works, in ARK all the tamed dinos, when we give the order to follow us, they magnet follow you and works perfectly. They are often stuck in obstacles on the ground, but that makes us go back and free them. That's why I went back to playing ARK. It works perfectly. I'm a hardcore player for ages. I know what I'm talking about. Cheers!!!

 
VERY IMPORTANT : this topic is for NPCs rescue missions ! Other subjects off-topic, please open your own forum topics ! Don't even bother to suggest other themes besides the topic. All contributions to add to the main idea, are well VERY welcome !!! Cheers !!!

 
U never saw in a movie one or more of the rescues, being stuck under a wall, get injured, or falling in a flawless/weak ground ?? ... U never saw a hero going back to rescue them ?? XD ALL THE TIME !!! Open your mind instead of getting stuck to your opinion !!! and yeah, going back to rescue them is the FUN part !!! Otherwise, don't even bother to make a NPC rescue mission !!! Cheers !!!
1. yeah but they stuck because enemy fire etc but i never sawm because "uga buga i wll go into wall uga buga" and he will be runing in wall. so there is something diffrent that fall on wall and trying to "walk on wall'

While 7D2D does not incorporate NPCs rescue missions, I returned to play ARK SURVIVAL EVOLVED. As an example that my idea works, in ARK all the tamed dinos, when we give the order to follow us, they magnet follow you and works perfectly. They are often stuck in obstacles on the ground, but that makes us go back and free them. That's why I went back to playing ARK. It works perfectly. I'm a hardcore player for ages. I know what I'm talking about. Cheers!!!
So if you want play ark, nobody keep you here XD

VERY IMPORTANT : this topic is for NPCs rescue missions ! Other subjects off-topic, please open your own forum topics ! Don't even bother to suggest other themes besides the topic. All contributions to add to the main idea, are well VERY welcome !!! Cheers !!!
well : did you know barnacles from hl2 are npc? and "statues" in oblivion. not only humans are npc. if you put drone truck it will be npc too

 
1. yeah but they stuck because enemy fire etc but i never sawm because "uga buga i wll go into wall uga buga" and he will be runing in wall. so there is something diffrent that fall on wall and trying to "walk on wall'

So if you want play ark, nobody keep you here XD

well : did you know barnacles from hl2 are npc? and "statues" in oblivion. not only humans are npc. if you put drone truck it will be npc too
XD just U as always ... who's keeping me here, and even worst, who I let me saying what to do ?? LOL ... keep to the topic !!! NPCs rescue missions I want only for humans at 7D2D !!! I repeat, don't bother nothing else !!! Cheers !!!

 
Back to the theme ... Another idea that seems interesting to me, would be to use/collect these rescued NPCs as Hired Guns. That is, once "rescued" it would be possible to hire them to fight back zombies alongside us, with a daily cost of money and that could change, given the level of resistance/attack of each different NPC available. As soon as our money runs out to keep them hired, the NPCs would automatically vanish, as if they had defected. By this way we would have a greater need to obtain resources and sell them, in order to guarantee a sufficient amount of money, to sustain our Hired Guns fighting alongside us. This would give 7D2D a new breath and a greater dependency to keep us hooked to the game. These NPCs should also level up, by their killing rate and in result increase their hire price, keep an interesting math rate to the whole idea. Cheers !!!

 
MIOLOmole said:
Back to the theme ... Another idea that seems interesting to me, would be to use/collect these rescued NPCs as Hired Guns. That is, once "rescued" it would be possible to hire them to fight back zombies alongside us, with a daily cost of money and that could change, given the level of resistance/attack of each different NPC available. As soon as our money runs out to keep them hired, the NPCs would automatically vanish, as if they had defected. By this way we would have a greater need to obtain resources and sell them, in order to guarantee a sufficient amount of money, to sustain our Hired Guns fighting alongside us. This would give 7D2D a new breath and a greater dependency to keep us hooked to the game. These NPCs should also level up, by their killing rate and in result increase their hire price, keep an interesting math rate to the whole idea. Cheers !!!


Just FYI, Xyth and SphereII created a modlet (which requires custom C# code) that allows human NPCs to be hired. However, once they are hired, they stay hired, unless they are dismissed.

And, if you play around with those NPCs, you'll see exactly how the "magnet follow" AI is not simple. Once hired you can get those NPCs to follow you - and even though both Xyth and SphereII are very talented, and are also using much of the AI code from the vanilla game, it's still buggy. They had to implement a "teleport" mechanic because of it.

I'm just letting you know this, so that you know that follower AI is not at all easy to implement. I'm sure the Ark developers worked for months or years on that AI and you can see it's still not perfect.

That, plus the fact that players famously loathe escort missions, means it is vanishingly unlikely that TFP will ever put them in the game, or even add the code necessary to support them.

If you're curious, I did implement some human NPC missions in my own NPC modlets. None of them are escort missions, but you might like them nonetheless. You can see them here:





 
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Just FYI, Xyth and SphereII created a modlet (which requires custom C# code) that allows human NPCs to be hired. However, once they are hired, they stay hired, unless they are dismissed.

And, if you play around with those NPCs, you'll see exactly how the "magnet follow" AI is not simple. Once hired you can get those NPCs to follow you - and even though both Xyth and SphereII are very talented, and are also using much of the AI code from the vanilla game, it's still buggy. They had to implement a "teleport" mechanic because of it.

I'm just letting you know this, so that you know that follower AI is not at all easy to implement. I'm sure the Ark developers worked for months or years on that AI and you can see it's still not perfect.

That, plus the fact that players famously loathe escort missions, means it is vanishingly unlikely that TFP will ever put them in the game, or even add the code necessary to support them.

If you're curious, I did implement some human NPC missions in my own NPC modlets. None of them are escort missions, but you might like them nonetheless. You can see them here:
I had already given up the purpose of these forums, and then I have this very smooth, very enlightening answer and made me believe in the real goal that I dedicated my precious time, to explain my suggestions / ideas. Thank you very much for this honest answer. Yes, the creators of ARK have achieved this technique that I am looking for so much in the 7D2D. I live in the hope that this will come to be a reality. ( sigh ) ... Cheers !!!

 
Why does the NPC have to follow you to a location as an "escort mission"? Why not just clear the area around a sheltering NPC and then they'll run off by themselves and despawn when they're out of your sight range?

 
Why does the NPC have to follow you to a location as an "escort mission"? Why not just clear the area around a sheltering NPC and then they'll run off by themselves and despawn when they're out of your sight range?
BINGO !!! Another great idea ! I would like that too !!! ... My original idea was 2 turn the ALL thing more " IN to the challenge " ... but all the details i ' ve explained before, should be in this LOCAL rescue missions to GRAB players to the sucess of the missions. The all idea is to input REASONS to avoid players leave the game, just because they don't have nothing else to do !!! I love this brainstorming MATHS to grab players to games that I like. Cheers !!!

 
Following will be vastly improved for A20 NPCs, so many new things will be possible
I think its bad idea to add this now. @xyth it is  too late. If they want to make this gold as fast as possible "story " and bandits need to be as simple as possible- story as notes, quests like  - bring this, kill this guy destroy enemy base and bandits most of time just sitting in his camps

 
geengaween said:
Why does the NPC have to follow you to a location as an "escort mission"? Why not just clear the area around a sheltering NPC and then they'll run off by themselves and despawn when they're out of your sight range?
So basically just a clear quest then

 
My point is that in the last 6 months we have modded major enhancements to the A19 versions of NPCs.  In addition to following better, they have their own custom AI, so they are very similar in functionality to players now.  Beside using player weapons well, and animating the same as the player, they can use heal, loot,  make tactical decisions in real-time, and benefit from the perk system.  Crafting will be added at some point as well.  It is unlikely TFP will do much beyond making high quality bandits at this point, and there is no reason why they should spend the time on more than just that.  Modders have the extra time, so we do.

 
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My point is that in the last 6 months we have modded major enhancements to the A19 versions of NPCs.  In addition to following better, they have their own custom AI, so they are very similar in functionality to players now.  Beside using player weapons well, and animating the same as the player, they can use heal, loot,  make tactical decisions in real-time, and benefit from the perk system.  Crafting will be added at some point as well.  It is unlikely TFP will do much beyond making high quality bandits at this point, and there is no reason why they should spend the time on more than just that.  Modders have the extra time, so we do.
Well this sound good. BTW i have a question about your creature pack : do you planning make "realistic " zombie pack  maybe? i mean zombies in l4d2 common/uncommon style, maybe some special type like : teens zombie, zombie in riot armor, decaying zombie etc?

 
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