Psychic knowledge of NPC names

In a closed system like our earth all living in displacement processes (watch carefully the nature). Our planet and we are always surrounded by various types of pressure arises at one point an open space = vacuum, the corresponding mass shifts and fills this place out. Conversely create events space, intelligent events focus on this process of displacement at a target and fill this space immediately. Something abstract but based, inter alia, for successful marketing.

To stay with the baker: The people want bread = vacuum. Anyone can learn baking. A baker has built a regulated oven (= integral projection) and the procurement of raw materials and distribution. The sale is running, there is a need = pressure equality.

One thinks he can just bake well and does the same. With the same amount of demand created competition = pressure. Baker 1 kills Baker 2 (and not get caught) = pressure equality.

Bakers one disappears without replacement = vacuum = chance for bakers 2 (does not even need in this case, a separate oven = vaccum = ownerless oven) etc. :slight_smile:

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While I do agree with the overly complication… I can tell you, as a player, that I enjoyed enormously that (most of) the (old camp) guards in Gothic were named. My brother, me and several friends who played it discussed long time about which one would be more badass in a fight, what an asshole was that other one, pushing us poor peasants around. Of course about half of them said non-generic dialog, but most of the time it was just oen or two one-liners.

Do you expect such high mortality ratios among the guards that you can’t give them a personalized line each? I mean it’s not like “dragons could swoop down at any moment”.

edit: I see that in fact Gothic has already been mentioned ^^’ oh well

Well, the initial garrison still maybe composed of unique NPC, that’s not a conflicting solution.

to stick to the original threadquestion, is there an answer how the problems with the names will be solved?

I think to ask the people works for the small area of the alpha, but if the worlds opens and you come to a bigger city it might be a problem finding people, if they are not that important as a bailiff or such.

It might be more realistic without names, but if a quest says find a farmer and there are many people that have a dayly routine, how should you find the correct person without runnig to every farmer an ask them about their names? I think, this might cause even more trouble to the realism than names above the npcs

Realistically, someone would have given you more of a description, than “he is a farmer, find him”:stuck_out_tongue:

Morrwind style. “He has a red shirt, brown hair, and works in the wheat fields.”

That narrows it down pretty well, without needing names floating above heads.

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With the (quest)markers on compass and map it´s easy to find somebody. It´s too easy… :wink:
I would prefer only a description of the person.

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That might be an issue in Act 2 or Act 3, but I would guess very hardly so in Act 1. All the locations are quite small with not that many NPCs. I grew up in a municipality of some 5.000 people and if you’d asked around, you would always find whom you are looking for. Especially if you asked some older lady, you would probably get your answer on the first attempt.

Haha, even in larger cities, I doubt their will be 5000 npcs. So we’re fine right?

Baron Blacksmith, you got likes for what I just said!XD I LOVE IT!!!

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Non-familiar NPC until you first meet and greet them.
I hope it is understandable though.

I’ve always disliked how NPC are presented in other games. Their name is always known to the player prior to conversation and it is usually shown above their heads BEFORE the player has actually acquainted them. For example I can point out Skyrim, where Idolaf Battle-Born asks you right away the famous question “Gray-mane or Battle-born” and you are already seeing his name without having met before.

Let’s say @warhorse goes for realism with KC:Deliverance. So this little change is a must-to-do IMO. Nothing hard to implement - my suggestion would be that no names or professions are known for any character until Henry actually talks to the NPC and ask about whatever he wants to know. They exchange names and become familiar, so from this point Henry would know who the NPC is. If the player wants to know NPC profession or some other detail, he should ask about it also.

Thank you for reading!

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When you say “any character” are you including the folks in his home village? Because that would indicate that Henry recently underwent a traumatic lobotomy.

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No friend, I don’t include the NPC from his home village. I meant any previously non-met contextual characters. I hope it is clear now :wink: