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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]] were able to team up with both the player and other survivors. The player could request a human to team up, he may answer positively or negatively based on the player's attitude and the NPCs personality. This would either end in a good relationship or a duel between the player and the NPC.
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 had their own general behavior patterns and objectives. They would wander around, fighting zombies and searching for items to scavenge. Like the player, the survivor had to consume food and water to survive. Survivors would loot buildings and fortify shelters by barricading or putting sheets on them. Survivors could also ally without a player, giving instructions to each other to hunt for food or zombies.  
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 had [[traits]] and [[professions]] that the player also started with, and they too can level up [[skills]]. Survivors are also given a level of bravery; more cowardly survivors would flee from enemies while braver ones would stand their grounds.
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.


There were 3 types of survivors: gun nuts, true neutrals, and loners.  
Three types of survivor NPCs existed in the game: gun nuts, true neutrals, and loners.


=== Gun Nuts ===
=== Gun Nuts ===


Gun nuts were aggressive survivors who would attack the player, zombies, and any other survivor on sight after a verbal warning. These NPCs would never spawn naturally, only in scripted locations within story mode. They couldn't join the player's team or chat with the player, and only serve the purpose of being a threat.
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 neutral survivors would team up with the player if they had a good attitude. They could then be ordered by the "leader" (creator of the group). They could be ordered to "stay", "follow", or "guard". The player could give their fellow group members items, and the NPCs would respond with gratitude.
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 would attempt to survive on their own means. Loners would reject all requests to join the player, regardless of attitude. A loner that was continuously bothered with team requests would eventually grow frustrated and fight the player. Other than their reluctance to team up, they would generally act like true neutrals and not fight players without provocation.
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

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A Gun Nut (right) threatens the player with his shotgun.

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

A NPC rejecting a team request

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

  1. "Where's The NPCs?". EnigmaGrey. 22 Feb, 2016. 07 May 2019.
  2. "Project Zomboid Planned Features". The Indie Stone. Retrieved: 7 July, 2023.