OUTPOST/ISLAND NPCs

  • I think one of the key things to bring more life to the world is NPCs....

    I've played the Alpha and been watching alot of gameplay vids recently and have seen that each outpost is practically a ghost town. Having only like 2 npcs in total (the barkeep and the other lady you sell the chests to)

    I don't think that theres gonna be enough players on a server to accomplish the feel...imagine having moments where you walk into the tavern and theres another crew in there or vice versa...that would make for an exciting encounter but it be a rare occurance

    I realize that when the game actually comes out theres gonna be a slight increase with the other factions setting up shop there but even then thats not enough....

    I feel like these outpost should be bustling with people, not like 100s of NPCs but a good amount...enough that makes sense, each outpost is a little different so it would balance accordingly

    A good example of what I mean comes from a game called Warframe, in the game theres a town/city called "Cetus"
    And it truly feels the way it should. In the market section there are NPCs walking around buying and selling goods, its also not just a visual thing...but the audio truly immerses you as well, you really feel like your in the busy market of the town

    Now hopefully when you go to an outpost after they added the NPCs for the 3 factions its not the same 3 NPCs no matter which outpost you go to...and its a different representative at each outpost for each faction. Now let me explain for those of you who might be confused...

    Lets say I get a voyage from an NPC who is part of the Gold Hoarders faction, lets say his name is Jeff... now if I travel across the sea to a completely different outpost I better not see Jeff there but a completely different member of the Gold Hoarders faction, Jeff can't be at every outpost at once...that be dumb

    Now I also dont know if its gonna be setup in a way that you can only get voyages from a specific faction at the same outpost, meaning that if you wanna get a voyage from the Gold Hoarders then you have to travel to that specific outpost

    Another type of NPC that I think would be cool is a Native.

    Alot of pirate movies have these tribes people who usually are cannibalistic...it would be cool that on certain islands not all if these tribesmans are another enemy to take on

    They can use arrows, blow darts and maybe some type of melee weapon that would fit

    These are just a few ideas I got, I know there not huge deals but I feel like alot of the little things would make for a much better experience

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  • There's a handful of npcs on the outposts. They're literally only used for stopping off and buying, or offloading.

    They're not islands people are living on and turning into homes. The area we're in from what I understand from a lore perspective as well isn't the whole world. We've just come to this area of the world because of the promised riches. As have the factions setting up shop.

    The npcs persisting across the islands doesn't really bother me. Makes it feel like they travel a bit when you're off doing your own thing. I guess maybe a colour swap to differentiate?

    I definitely think just throwing in npcs for no reason though is kind of pointless. There aren't really any towns or cities anyway.

    Idk. I dont think the game NEEDS a variety of npcs that serve no purpose. The world is supposed to mainly be populated by us afterall.

  • @tre-oni I've literally seen only 2 per outpost I ever been to...and no one is saying they have to live there but the sameway Im there selling and buying goods others should be there too for immersion...and the odds of you and another crew or more being at the same outpost is low... so the NPCs would make it feel more like a living world instead of a lifeless spot where you just unload your chests...also if you pay close attention to some of these outpost...there is houses around as if implying some people do live there, you played the alpha? Or the game at all yet?...and they are serving a purpose...called immersion...doesnt matter from a lore perspective, from a gameplay perspective seems dull and lazy if 99% of the time I go to an outpost my crew are the only ones there...least if theres npcs walking around doing various things it would make it all feel a little bit more alive

  • I am guessing by the podcast there will be a only a few outpost and that gives me hope that they will have atleast a different looking trader for each one of them (it would be bizarre if they just happen to look the same on every island)

  • I can understand both sides of this discussion. Should there be more NPCs? I think so, but, I feel that if NPCs are increased, it should be done slightly.

    I do think it would be interesting to have some random pirate NPCs in outpost and taverns. Ya know, getting drunk, vomiting, picking fights with one another because of said vomiting.

  • @avirex-idyll said in OUTPOST/ISLAND NPCs:

    I can understand both sides of this discussion. Should there be more NPCs? I think so, but, I feel that if NPCs are increased, it should be done slightly.

    I do think it would be interesting to have some random pirate NPCs in outpost and taverns. Ya know, getting drunk, vomiting, picking fights with one another because of said vomiting.

    i think for that piratey atmosphere you need NPCs that are just visiting the outpost and maybe getting rowdy in the tavern playing instruments or drinking tankards of grog, hell maybe even have one get rowdy and throw some vomit on you at times. That would be good fun and make the Outposts seem more lively.

    @tre-oni said in OUTPOST/ISLAND NPCs:

    They're not islands people are living on and turning into homes. The area we're in from what I understand from a lore perspective as well isn't the whole world. We've just come to this area of the world because of the promised riches. As have the factions setting up shop.
    Idk. I dont think the game NEEDS a variety of npcs that serve no purpose. The world is supposed to mainly be populated by us afterall.

    They don't have to feel like a village but they can add more of "us" why cant their be other NPC "pirates" that are also visiting the region for untold riches. They could even implement these NPCs as another form of Player Tribute/Community Influence that they have been doing. Idolizing someone within the community forever and for everyone to enjoy :)

  • @avirex-idyll said in OUTPOST/ISLAND NPCs:

    I can understand both sides of this discussion. Should there be more NPCs? I think so, but, I feel that if NPCs are increased, it should be done slightly.

    I do think it would be interesting to have some random pirate NPCs in outpost and taverns. Ya know, getting drunk, vomiting, picking fights with one another because of said vomiting.

    i think for that piratey atmosphere you need NPCs that are just visiting the outpost and maybe getting rowdy in the tavern playing instruments or drinking tankards of grog, hell yeah they should even have one get rowdy and throw some vomit on you at times! Or get into a pistol duel with the flintlocks smoking and going off in the tavern. That would be good fun and make the Outposts seem more lively.

    @tre-oni said in OUTPOST/ISLAND NPCs:

    They're not islands people are living on and turning into homes. The area we're in from what I understand from a lore perspective as well isn't the whole world. We've just come to this area of the world because of the promised riches. As have the factions setting up shop.
    Idk. I dont think the game NEEDS a variety of npcs that serve no purpose. The world is supposed to mainly be populated by us afterall.

    They don't have to feel like a village but they can add more of "us" why cant their be other NPC "pirates" that are also visiting the region for untold riches. They could even implement these NPCs as another form of Player Tribute/Community Influence that they have been doing. Idolizing someone within the community forever and for everyone to enjoy :)

  • @l2l-havok-l2l i agree that there should be npc on outposts but they don't really have to be totally human npc, what about having some dogs running around or maybe a cat or two.

  • I'd expect to see NPCs stationed at various places in the world. For instance, the various currently unmanned camps and campfires are just begging for an NPC to hand out a quest to fetch x, y, and z. so they can get off said rock or some other business.

  • Lore will be huge in SoT. It's the one thing Rare keeps close to the vest. I don't think the devs will put in NPC's just to flesh out a location. Not without a reason.

    Ive noticed all the NPC's are unique now. They now have personalities, and maybe motivations. There's also been mention of NPC's in the tavern giving clues about server events and such.
    I've heard that SoT is a cursed place, and that all these pirates, their skeletons and ghost are stuck here. Doesn't sound like a vibrant part of the natural world. No colonist, civilians, or royal navies.

    I think Rare wont put pirate NPC's running around the gameworld for the same reason they wont have NPC ships, you see pirates running around an outpost you know they aren't NPC's those are players!

  • @chosen-predator said in OUTPOST/ISLAND NPCs:

    I am guessing by the podcast there will be a only a few outpost and that gives me hope that they will have atleast a different looking trader for each one of them (it would be bizarre if they just happen to look the same on every island)

    This is something that they have done...after playing the closed Beta and scale test 1 & 2 it is confirmed there are different NPCs on each outpost which is good

  • @avirex-idyll said in OUTPOST/ISLAND NPCs:

    I can understand both sides of this discussion. Should there be more NPCs? I think so, but, I feel that if NPCs are increased, it should be done slightly.

    I do think it would be interesting to have some random pirate NPCs in outpost and taverns. Ya know, getting drunk, vomiting, picking fights with one another because of said vomiting.

    Yea I see both sides to it as well, Im not saying they need to make cities bustling with people...but how are they gonna nail those moments in taverns and stuff if 99% of the time only your crew is there...I think they need a player hub where you can't kill but maybe just fight...nor be able to sell chests...just a place for all pirates to meet up and do whatever

  • I don't want NPC pirates because we are the pirates. But I do want NPCs on the outposts. Unfortunately the outposts are somewhat small and probably can't hold many NPCs.

  • It's been stated by rare that they don't want any "useless" npcs, those that just wander around and don't serve a purpose. I find this a little upsetting as like you i agree the outposts are a ghost town at present.
    HOWEVER
    The key here is "useless" npcs. If there is a reason for them then it's possible they could get in.

    SO, Suggestions?

    Fishmongers stall, to sell fish, should fishing mechanics be built in.

    Butchers, somewhere to offload those pigs you caged.

    Gambling stall, a place to play dice or cards for a little extra coin.

    Maurauders hut, a place to set and take bounties on other players.

    These islands are rather large so i can only imagine the community on them will expand as time goes by.

    What other useful npcs could you envision.

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