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Why don't town/outpost guards protect citzens of the allied nations?

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  • Why don't town/outpost guards protect citzens of the allied nations?

    Guards are supposed to ensure the safety of their citizens and I see them stationed outside of Windurst and San'doria all the time, .

    And yet, when a poor little newbie aggros by an orc or yagudo too high for him to handle, a nearby guard just stands by and lets the player get slaughtered. Additionally, outpost guards grant assistance to players with signet or setting home point, but also do nothing to keep allied citizens safe.

    As it currently stands, players rely on zone lines for a sense of safety, otherwise they turn to players who will powerlevel and protect them. That or they just pray some high level player will see a Call for Help.

    So I must ask, why don't NPC guards help protect the citizens of the allied nations?

    Fledgling adventures like a sense of safety so they can hone their skills prior to high levels. I think that before level 40 that all guards should strive to protect citizens by responding to Call for Help when players activate the call.

    Players would recieve no EXP or drops for a kill made by a guard, but they would also get some piece of mind that the allied nations are protecting their citizens. Addtionally, this would encourage players to branch out into different EXP zones and participate in Conquest, ensuring every region is under a nation's control so it is safe to EXP there. Perhaps these guards could also raise fallen allies so players aren't always reliant on mages of paladins to recieve a raise, make it another signet feature enabled for players pre-40.

    Dungeons would have to be exempt from protection and mercenaries within Aht'Urghan wouldn't recieve the benefit of protection, as they should be expected to be seasoned adventurers, but I think this would be a helpful feature otherwise.
    Last edited by Omgwtfbbqkitten; 03-29-2007, 12:43 PM.

  • #2
    Re: Why don't town/outpost guards protect citzens of the allied nations?

    Because NPC's, like everyone else, are lazy, self absorbed bastards.
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    • #3
      Re: Why don't town/outpost guards protect citzens of the allied nations?

      WOW guards do that I believe. I always thought it sucks that I get killed in front of a guard in West Ron while he stares in space

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      • #4
        Re: Why don't town/outpost guards protect citzens of the allied nations?

        wow gaurds do help you out.

        I think SE should rig it so mobs can follow you through zone lines, but I'm just sadistic like that, its how I'd program it.
        Lol sorry had to bbq

        But i dont think it would hurt to have them help people out on CFH.
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        • #5
          Re: Why don't town/outpost guards protect citzens of the allied nations?

          Yeah Everquest guards also did this to help citizens. Of course, if you were a Dark Elf in Qeynos, they'd kill you first.

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          • #6
            Re: Why don't town/outpost guards protect citzens of the allied nations?

            Yea they do it in WoW, but it also serves as a PvP purpose since players can attack towns/outposts of the Opposite faction. But yes, the Outpost NPC's should at the very least help out, it's pretty stupid for them to even be there if their not gonna fight. Just get some desk clerk to stand there and hand out signets if thats all their good for, don't waste a Soldier.
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            • #7
              Re: Why don't town/outpost guards protect citzens of the allied nations?

              Not to mention outpost guards who just stand around while you get agro delivering them supplies. Jerks!

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              • #8
                Re: Why don't town/outpost guards protect citzens of the allied nations?

                I think it would be cool if OP and nation guards helped out if you CFH close to them, but if they get killed then what?

                I guess they could RR after the mob leaves or something...
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                • #9
                  Re: Why don't town/outpost guards protect citzens of the allied nations?

                  I don't know I kind of like it that way. Probably why I'd make a bad solder if it wasn't something that would harm me or be a challenge I'd be telling the newb "suck it up at take it like a man."

                  Though it would be pretty fun to see the guards go into a /laugh emote when a player dies in front of them. >.>


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                  • #10
                    Re: Why don't town/outpost guards protect citzens of the allied nations?

                    I can't explain the Bastok or Windy guards. The answer is simple for Sandy guards though. Elvaan NPCs are generally arrogant asses. They'd help but they're too busy keeping their armor shiny or whining about doing guard duty for such uncivilized creatures.


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                    • #11
                      Re: Why don't town/outpost guards protect citzens of the allied nations?

                      I think this is related.
                      Attached Files
                      Ho-hum.

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                      • #12
                        Re: Why don't town/outpost guards protect citzens of the allied nations?

                        They are not programmed that way. I don't think it's even possible for SE to have it work on the current FFXI system, at least it would be quite a leap.
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                        • #13
                          Re: Why don't town/outpost guards protect citzens of the allied nations?

                          Look through Altana View and see if the guards actually have any animations other than idle and cast. I doubt they would, but I can't do it myself at the moment.

                          It could be abused pretty easily unless restrictions are placed on them that would limit them to almost unusefulness.

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                          • #14
                            Re: Why don't town/outpost guards protect citzens of the allied nations?

                            Originally posted by DakAttack View Post
                            Look through Altana View and see if the guards actually have any animations other than idle and cast. I doubt they would, but I can't do it myself at the moment.
                            It could be abused pretty easily unless restrictions are placed on them that would limit them to almost unusefulness.
                            They do, since some of those guard models are using the PC's skeleton and motions.

                            The game originally had a lot of NPC interaction, but it was pulled pretty early in development they pulled it out for somereason. Something along the line of the preditor NPCs killing to many of the prey leaving little for the players to exp off of.

                            I would guess the guards interaction got pulled with that. It's probably something they might put back in later saying that the playerbase and game progression has gotten to a point that the system won't interferre with player's progress.
                            Last edited by Macht; 03-29-2007, 01:44 PM.


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                            • #15
                              Re: Why don't town/outpost guards protect citzens of the allied nations?

                              Originally posted by Legal Fish View Post
                              They are not programmed that way. I don't think it's even possible for SE to have it work on the current FFXI system, at least it would be quite a leap.
                              Explain Garrison then. Trade an item, guard NPCs show up and fight alongside you.

                              Originally posted by DakAttack View Post
                              It could be abused pretty easily unless restrictions are placed on them that would limit them to almost unusefulness.
                              I don't see how it would be abused if the kill functions like any CFH kill.
                              Last edited by Omgwtfbbqkitten; 03-29-2007, 01:53 PM.

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