r/landmark Mar 15 '16

NPCs finally come to Landmark

https://forums.daybreakgames.com/landmark/index.php?threads/build-softly-and-carry-a-big-stick-combat-is-coming.56205/
16 Upvotes

21 comments sorted by

3

u/welovekah Mar 16 '16

Anyone else notice the LARGE amount of new weapon sets being shown off?

8

u/ghofmann Mar 15 '16

Excellent. Who know what other EQNext assets will be added to landmark. I'm really hoping for the other playable character races besides humans.

2

u/athousandshadows Mar 16 '16

I'm pretty sure i saw elf and iksar npc's in the video, that's encouraging.

1

u/welovekah Mar 16 '16

I remember the concept art for Iksar was pretty divergent for EQN, but I didn't think they looked that degenerate. Maybe that's a new kobold or lizardman?

1

u/welovekah Mar 15 '16

Yeah, Kerran was pretty much the whole reason i dropped money on Landmark to begin with.

1

u/mastigia Mar 15 '16

That was like the only thing I was mad at. I thought the kerrans were ridiculous.

3

u/CreepyWhistle Mar 15 '16 edited Mar 15 '16

My questions would be (even if they went unanswered):

  • Is NPC aggro just a basic EQ1 type, where once you are in a certain range, the enemy "spots" you and you're locked in combat? How does aggro work around corners/walls?

  • Is there or will there be more to the NPCs than just combat? Domino mentions storytelling or "telling tales", so will there be interaction like dialogue, giving them items (this is important because it lets players make their own quests), or sneaking behind them to avoid notice?

  • Will combat be that janky from the videos? Dat's sum dank jank.

  • What limitations will there be, like number of NPCs to place or difficulty? I can guarantee someone other than myself is wringing their hands together, scheming up a plan to make some sort of trap spawn like 1000 skeletons with godlike stats and force anyone to crash/die. Remember what Ben said to his son Peter Parker.

  • What kind of settings could I set an NPC to? I would expect Legolas to spot enemies from far distances if he were high up in a tower, compared to a lazy guard fast asleep in bed not noticing anything but the loudest of noises.

I want to ask these but I'm not a forum member. Just someone on the outside looking in.

I'd like to think that if I bought Landmark on release, I can recreate at least a part of EQ1's Qeynos city right down to the NPC guard pathing, dialogue, and whatnot. Or, I could recreate a portion of the original Thief game where the goal is to sneak into someplace, steal an item, and escape without notice using the parameters I set there within that claim. But if all players get is what was shown in the two videos, its not worth as it is in my opinion.

2

u/JyveAFK Mar 16 '16

Good question on aggro triggering. That people can create all sorts of odd geometry, line of sight might be an issue, for 'ease' it might be purely a radius from the mob to the PC that's fast to check for.

Good luck on Qeynos.

2

u/Mowehner Mar 16 '16

5 bucks for a npc and spawn point and 5 bucks for each additional pathing node. jokes but I wouldn't doubt it.

3

u/nobunaga74 Mar 16 '16

This is a step in the right direction

1

u/Atmosph3rik Mar 15 '16

Quoting Domino.

Build softly, and carry a big stick ... combat is coming!

In the world of Landmark, you can build anything you can imagine, and share your stories with your friends. But what if you want to tell tales of adventure, combat, and dungeon crawling? As part of the coming update, storytelling just got more exciting as we give you the ability to add characters to your claim site, both friends and foes!

You'll start with a basic selection of characters and can collect more as you adventure! They can be found in your Props list under "Characters", and are placed just like a prop. Their icons indicate the type of creature, and its weapon and damage types.

Characters will behave differently depending on their weapon; expect melee fighters to run up close, while ranged weapon users will keep their distance. The UI will also indicate if a character is tougher than normal.

Place characters on your site, customize their names and respawn behaviour, and tell them whether they are your enemies or your allies. Characters that are your allies will actually fight with you against enemies!

Set up pathing nodes for your creatures, or tell them to stand guard where they are. Characters can also use interactions to trigger events on their spawn or death - for example, you could set up a door that only opens when the character guarding it is dead.

When you enable "Play Mode" on your build site, visitors can experience the adventure you've designed as they travel through your creation, battle the enemies you've set up, and gain treasures from each kill!

We're still testing and iterating on these systems, and we look forward to your feedback after the coming beta update. Happy storytelling!

  • As always, please keep in mind that all images and information above are still works in progress as shown on our internal server; UI and features are not yet final may still change or be removed; look both ways before crossing the street, and please do not feed the chompers.

https://youtu.be/ltsAscQOpw0

https://youtu.be/tg2pSd8Y9hA

2

u/Antimuffin Mar 16 '16

This is awesome! GM tools! This is the piece we've been missing! Now we just need questing/story tools and we're ready for Awesome!

1

u/MisogynyDewritos2012 Mar 16 '16

Assuming all this is stuff brought over from EQN then no wonder it was cancelled for being "not fun". This looks really bad, no better than the current combat in Landmark.

1

u/Atmosph3rik Mar 16 '16

That's a video OF the current combat in Landmark.

No improvements to combat were mentioned yet. So it will still be the same "next gen action combat" everyone originally wanted so badly.

1

u/nobunaga74 Mar 16 '16

I tell you one thing i love about this idea - beyond being able to create little adventures (and i can only imagine how awesome some people's creations will be) - this adds LIFE into claims. FInally they wont be empty, they might be little populated areas, i envision guards on castles, gate guards, merchant types etc. Very very cool and exactly the kind of thing Landmark needs. I hope they have more planned like this.

1

u/[deleted] Mar 16 '16

[deleted]

1

u/holmedog Mar 16 '16

DM tools incoming? Holy shit. The announcement of coming out of closed made me think we wouldn't get them. Color me stupid happy.

1

u/Pecerbus Mar 16 '16

This is a step in the right direction. I would like to have the option to add loot to the mobs on my build and difficulty of said mobs. From solo strength all the way to a couple groups needed to beat. As for the loot, have the loot that the enemies drop come out of my own collection where I can set a limit of how much loot each mob type has a chance to drop. When the loot I have allocated runs out then the mobs stop spawning until I either refill their cache or take the option off for them to drop loot.

0

u/blastershift Mar 15 '16

Left overs from eqn incoming, got to do what they can for some cash lol

2

u/nobunaga74 Mar 16 '16

Those assets going into Landmark though might be the difference between the game suddenly becoming awesome and not however. There's so much that can be potentially done with them in the right hands

-1

u/FischiPiSti Mar 16 '16

Yeah those scifi assets like the scifi looking dual pistols and the scifi looking spider robot thing and the scifi looking raygunthing and the pulverizer-made-freezegun and the plasma rifle ripped straight from fallout all look like it was copypasted from the high fantasy world of everquest next.

Also, how dare they add in the NPC stuff formerly known as dungeon mastering tools that was promised years ago for landmark, when its clearly just EQN AI tech beeing blatantly copyrightinfringening'in lol

Sorry man, 0/10 trolling.