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

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  • #31
    Re: Why don't town/outpost guards protect citzens of the allied nations?

    Given that S-E has implemented quite a few different types of NPC's which attack other NPC's under various conditions/environments, seems like the company can make yet another variant easily enough, if they so choose to.

    Odds are, it'd end up just as dumb as other NPC's they've programmed, but the OP isn't a bad idea.

    (I can easily see this as a three week project for one programmer and two QA; two weeks to design/plan/prototype, one day to code, four days of QA/Dev cycle. The only thing to ask is, if they put a programmer on this, which of the million other "improve FFXI" projects do you want S-E to pull the programmer + QA's from?)
    Bamboo shadows sweep the stars,
    yet not a mote of dust is stirred;
    Moonlight pierces the depths of the pond,
    leaving no trace in the water.

    - Mugaku

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    • #32
      Re: Why don't town/outpost guards protect citzens of the allied nations?

      Originally posted by IfritnoItazura View Post
      Given that S-E has implemented quite a few different types of NPC's which attack other NPC's under various conditions/environments, seems like the company can make yet another variant easily enough, if they so choose to.
      Odds are, it'd end up just as dumb as other NPC's they've programmed, but the OP isn't a bad idea.
      (I can easily see this as a three week project for one programmer and two QA; two weeks to design/plan/prototype, one day to code, four days of QA/Dev cycle. The only thing to ask is, if they put a programmer on this, which of the million other "improve FFXI" projects do you want S-E to pull the programmer + QA's from?)
      Thats true, Dont you dare pull a programmer off of fixing my Bst!!

      Actually though youd think they would have a programmer going over more ways to improve past content in some way shape or form, An even a way to spice it up. They have some what with the signet improvements. An the tweaking of certain nms.

      Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

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      • #33
        Re: Why don't town/outpost guards protect citzens of the allied nations?

        Now, SE has to take this mold which is barely developed... it ignores players(and each other) for the most part and attacks at random... allow it to understand the "Call for Help" status(sometime ignored in every facet in the game previously), allow it to "link" with players, allow it to read the level of the player, and finally gain battle stats when previously was a nothing but a speaking role.
        Well....

        Wouldn't it be more something along the lines of...

        Creat a dummy variable, if the mob has been CFH on it is a 1, if not, it is 0.
        If any mobs that have that CFH variable =1 that wander within aggro range, the guard tosses out a Burst II with a .5 second casting time.

        Or heck, screw that. the guard tosses a Warp II onto the mob, instantly sends the mob back to its starting location with no aggro, unclaimed, full hp, and all that stuff. Give the Warp II an instant cast time, and make it unresistable.

        Now there is no placeholder killing, the system should not be abused. The monster is sent back to where it came from so Goblin Bounty Hunters can't be killed by guards so that fish botters can fish, and so on.

        I think that's actually a pretty good idea.


        You have the right to remain silent, anything you say can and will be misqouted and then used against you.

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