![]() The second purpose is that the NPCs act as a hindrance that must be dealt with lest they pepper players with magic while players try to capture and control the zones. Players must keep in mind respawn times and weigh the opportunity cost of pursuing the NPCs against controlling the zones. The first is that they act as a resource for players, dropping loot and providing currency. The second place you’ll meet NPCs is in Dominion where they serve two purposes. This momentary pause is important because it allows the player to see and understand what just happened (and what’s about to happen!) as well as giving them an opportunity to “shoot first.” When we were testing, we originally had the NPCs attacking right away which was not only more difficult but also decidedly less fun because you were put on the back foot right away instead of getting to be the aggressor. They’ll warp in around the player and after a brief time during which they taunt the player with animations, they’ll attack. For story quests, the NPCs can often “ambush” a player after the player has done something. ![]() They wear their own outfits and have special UI elements denoting that they’re NPCs.Īs I mentioned above, there are two scenarios that players will encounter the new NPCs in and they both have different requirements for how the NPCs should act. The most obvious differentiation is that the NPCs are visually different from players in most cases. ![]() ![]() NPCs on the other hand should very explicitly not mimic player behavior. Bots are meant to fight similarly to how a player would and use a variety of spells and sorceries as well as runes to move around and make themselves a challenge for players. It’s worth noting Spellbreak currently has bots for giving new players a way to learn the mechanics of the game, so in making NPCs, we want to clearly differentiate them from existing bots. ![]()
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