Author Topic: NPCs - Ferryman Issues  (Read 3114 times)

kenpen

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NPCs - Ferryman Issues
« on: October 14, 2008, 03:45:39 PM »
The Ferryman keeps getting killed by rats at night. That's pretty annoying. Why not just make him invincible or something?

Also, any particular reason you can't go from the Lodge to Midway, or vice versa, without stopping in the middle first. Why not just add the extra options, and extra costs, onto each end so you can skip the middle. I had a ferryman when I left the lodge, and now my ferryman is dead. :(

KoopaFanatic

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Re: NPCs - Ferryman Issues
« Reply #1 on: October 14, 2008, 04:52:54 PM »
Werewolves get the one by the lodge on occasion, too.  Which makes sense, given the overabundance of werewolves up there.  You'd thing a hardened sailor would be able to take out a couple rats, though ;)

Nefensis

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Re: NPCs - Ferryman Issues
« Reply #2 on: October 14, 2008, 05:06:22 PM »
Give him a shot gun

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Wids

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Re: NPCs - Ferryman Issues
« Reply #3 on: October 14, 2008, 06:02:36 PM »
Give him a shot gun
Give him a Red Vardo guard.  That's what everybody else does.  :P

I've never seen the ferryman get killed during my rounds about the server, but I'm so cheap that I'd rather slog through a mile of werewolf-infested wilderness than pay 250 Gold for a teleport anyway.  So it's no skin off my nose if he can't fend off a couple of angry rats.  :P
« Last Edit: October 14, 2008, 06:04:34 PM by Wids »

Mordred

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Re: NPCs - Ferryman Issues
« Reply #4 on: October 14, 2008, 11:14:07 PM »
He also needs to detect for invisible people, like merchants do.  I've heard it was possible but I haven't tested yet.

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Re: NPCs - Ferryman Issues
« Reply #5 on: October 14, 2008, 11:17:09 PM »
He also needs to detect for invisible people, like merchants do.  I've heard it was possible but I haven't tested yet.

Actually you can but honestly i RP that i hide on the boat and leave coins somewhere he get find it ^^

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Mordred

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Re: NPCs - Ferryman Issues
« Reply #6 on: October 14, 2008, 11:24:45 PM »
What would be cool, is if there was a placeable on the boat, like a hatch, that if you clicked on it prompted some Stealth Rolls or Influence rolls to "Stow away."

Stealth for actually hiding on the boat, Influence for "Hey I'm a deck hand!" *helps on the boat* etc.

Also, PCs with the big outcast rating could get around with the first one.

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Re: NPCs - Ferryman Issues
« Reply #7 on: October 15, 2008, 03:05:59 AM »
But... why should he sail out if he doesn't know there's someone to ferry?

Anyway, think he should simply go indoors at night. He's in the most dangerous position to be outside at night of any civilians.

Kaspar

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Re: NPCs - Ferryman Issues
« Reply #8 on: October 15, 2008, 03:50:26 AM »
But... why should he sail out if he doesn't know there's someone to ferry?

Anyway, think he should simply go indoors at night. He's in the most dangerous position to be outside at night of any civilians.

Sounds good, and makes sense.  :)

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Re: NPCs - Ferryman Issues
« Reply #9 on: October 15, 2008, 04:52:15 AM »
indoors at night?! 



>.>


awwww.


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KoopaFanatic

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Re: NPCs - Ferryman Issues
« Reply #10 on: October 15, 2008, 12:03:57 PM »
But... why should he sail out if he doesn't know there's someone to ferry?

To see if there's anyone at the other docks, since he's not doing any business there?  :)

Chrisman888

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Re: NPCs - Ferryman Issues
« Reply #11 on: October 15, 2008, 12:56:04 PM »
Make him go indoors at night, and make you have to go into the inn or whatever to talk to him.

Then in order to get a ride at night time, make the cost alot more, since it's more dangerous.
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Re: NPCs - Ferryman Issues
« Reply #12 on: October 15, 2008, 12:59:20 PM »
Make him go indoors at night, and make you have to go into the inn or whatever to talk to him.

Then in order to get a ride at night time, make the cost alot more, since it's more dangerous.

It is safer on the lake at night i supposed. Werewolves dont swim do they?

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Chrisman888

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Re: NPCs - Ferryman Issues
« Reply #13 on: October 15, 2008, 01:12:21 PM »
Were-ravens!
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DarkWyvern

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Re: NPCs - Ferryman Issues
« Reply #14 on: October 15, 2008, 01:22:16 PM »
Wereravens don't feed on the living noob :P They're carrions.

Delphinidae

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Re: NPCs - Ferryman Issues
« Reply #15 on: October 15, 2008, 01:36:59 PM »
The lake has its share of creatures. At least that's what Noica has learned in her various trips with the ferryman, so yeah, if he is at an inn, adventurers should pay more to travel at night.

And two things I'd like to see is: a) the convo typo fixed on the Vallaki Dock Ferryman which says "Llake" and b) to have the Northern Shore Ferryman transport to Midway Haven and not just Vallaki.
« Last Edit: October 15, 2008, 01:43:59 PM by Delphinidae »


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Re: NPCs - Ferryman Issues
« Reply #16 on: October 16, 2008, 08:14:01 PM »
But... why should he sail out if he doesn't know there's someone to ferry?

Anyway, think he should simply go indoors at night. He's in the most dangerous position to be outside at night of any civilians.

Personally think this is a cool idea. Could script it so that you'll have to wait for another player to sail off before you are ported. Not ending up at the desired location is an option  ;) If you're caught he'll kick you off the boat and you can't sail out any more unless you pay him a little extra. But then again, might not be worth the hassle, cool idea nonetheless!

Wids

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Re: NPCs - Ferryman Issues
« Reply #17 on: November 02, 2008, 11:47:34 AM »
Well, the ferryboat captain's emerging from Constantin's Lodge and going to work at 6:00 AM like he should...which wouldn't be a problem, except that those darned loup-garous and werewolves are so determined to devour his salty, succulent flesh that they're staying up late (read: past sunrise) to ambush him.   :shock:

Viorica successfully defended the ferryboat captain from two lowland loup-garous this morning; knocking them down and hacking them to bits with a magical axe has a way of ruining their plans for breakfast (and giving the captain a chance to escape).  But one day, he's going to go outside when Viorica and all the other werewolf-hunting player-characters can't be there for him, and those foul beasties are going to turn him into Beggin' Strips...if they haven't done so already.  Several times, even.  :P

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Re: NPCs - Ferryman Issues
« Reply #18 on: November 02, 2008, 11:51:51 AM »
Same with the rats in the docks, killed the ferryman in 2 bites

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