NPC: Difference between revisions
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Following early game development, NPCs were removed from the game.{{#tag:ref| [https://steamcommunity.com/app/108600/discussions/0/405692224235441345/ "Where's The NPCs?"]. ''EnigmaGrey''. 22 Feb, 2016. 07 May 2019.}} In an upcoming update, NPCs will be [[planned features#NPCs|reintroduced]] with revamped mechanics.{{#tag:ref| [https://store.steampowered.com/app/108600/Project_Zomboid/#game_area_description "Project Zomboid Planned Features"]. ''The Indie Stone''. Retrieved: 7 July, 2023.}} | Following early game development, NPCs were removed from the game.{{#tag:ref| [https://steamcommunity.com/app/108600/discussions/0/405692224235441345/ "Where's The NPCs?"]. ''EnigmaGrey''. 22 Feb, 2016. 07 May 2019.}} In an upcoming update, NPCs will be [[planned features#NPCs|reintroduced]] with revamped mechanics.{{#tag:ref| [https://store.steampowered.com/app/108600/Project_Zomboid/#game_area_description "Project Zomboid Planned Features"]. ''The Indie Stone''. Retrieved: 7 July, 2023.}} | ||
== NPCs == | == Types of NPCs == | ||
[[File:Npc1.jpg|200px|thumb|left|A NPC rejecting a team request]] | [[File:Npc1.jpg|200px|thumb|left|A NPC rejecting a team request]] | ||
[[Survivor|Survivors]] | The game featured [[Survivor|Survivors]] who could form alliances with the player or other survivors. An NPC's response to a team request from the player would be influenced by the player's attitude and the NPC's personality, ending in either a good relationship or a duel to the death. | ||
NPCs | NPCs showcased distinct behavioral patterns and objectives. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival, much like players. Survivors had the ability to loot buildings, fortify shelters through barricading or installing sheets. When not in a team with a player, survivors could form alliances among themselves and assign each other tasks such as seeking food or zombie hunting. | ||
Survivors | Survivors exhibited [[traits]] and [[professions]] which were the same as those chosen by players at the start of the game. They also had the ability to level up [[skills]]. Additionally, survivors were assigned levels of bravery, determining whether they would flee or fight in the face of danger. | ||
Three types of survivor NPCs existed in the game: gun nuts, true neutrals, and loners. | |||
=== Gun Nuts === | === Gun Nuts === | ||
Gun nuts were | Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. Such NPCs didn't spawn naturally but only made appearances at scripted locations in story mode. They were unable to join the player's team or engage in dialogue with the player, serving solely as a threat. | ||
=== True Neutrals === | === True Neutrals === | ||
True | True neutrals were presumably friendly survivors who could ally with the player given a good relationship. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to execute commands such as "stay", "follow", or "guard". The player could bestow items upon these group members, eliciting gratitude from them. | ||
=== Loners === | === Loners === | ||
Loners were solitary survivors who | Loners were solitary survivors who committed to surviving by their own efforts and refused to join the player's team, irrespective of the player's attitude. Persistent team requests could irritate a loner to the point of instigating a fight with the player. Other than their reluctance to team up, loners generally behaved like true neutrals, opting not to attack players unless provoked. | ||
==See also== | ==See also== |
Revision as of 14:38, 7 July 2023
NOTE: This page discusses a legacy version of NPCs, which are no longer in the game currently. If you hear gunshots or helicopters, that's just the metagame messing with you. Not to be confused with characters on radio or television.
Non-playable characters (NPCs) were defined as any character in the game not under the control of the player. NPCs would spawn naturally throughout Knox County carrying out various tasks, ranging from engaging in combat with zombies, scavenging for objects and materials, or even interacting with the player.
Following early game development, NPCs were removed from the game.[1] In an upcoming update, NPCs will be reintroduced with revamped mechanics.[2]
Types of NPCs
The game featured Survivors who could form alliances with the player or other survivors. An NPC's response to a team request from the player would be influenced by the player's attitude and the NPC's personality, ending in either a good relationship or a duel to the death.
NPCs showcased distinct behavioral patterns and objectives. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival, much like players. Survivors had the ability to loot buildings, fortify shelters through barricading or installing sheets. When not in a team with a player, survivors could form alliances among themselves and assign each other tasks such as seeking food or zombie hunting.
Survivors exhibited traits and professions which were the same as those chosen by players at the start of the game. They also had the ability to level up skills. Additionally, survivors were assigned levels of bravery, determining whether they would flee or fight in the face of danger.
Three types of survivor NPCs existed in the game: gun nuts, true neutrals, and loners.
Gun Nuts
Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. Such NPCs didn't spawn naturally but only made appearances at scripted locations in story mode. They were unable to join the player's team or engage in dialogue with the player, serving solely as a threat.
True Neutrals
True neutrals were presumably friendly survivors who could ally with the player given a good relationship. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to execute commands such as "stay", "follow", or "guard". The player could bestow items upon these group members, eliciting gratitude from them.
Loners
Loners were solitary survivors who committed to surviving by their own efforts and refused to join the player's team, irrespective of the player's attitude. Persistent team requests could irritate a loner to the point of instigating a fight with the player. Other than their reluctance to team up, loners generally behaved like true neutrals, opting not to attack players unless provoked.
See also
- ↑ "Where's The NPCs?". EnigmaGrey. 22 Feb, 2016. 07 May 2019.
- ↑ "Project Zomboid Planned Features". The Indie Stone. Retrieved: 7 July, 2023.