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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.}}


== Types of NPCs ==
== 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]]
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 in [[Project Zomboid]] took the role of [[Survivor|Survivors]], and served as an interactive element within the game's environment. These characters, operating under the game's AI, performed a variety of tasks within the game world, and possibly forming either helpful partnerships or becoming adversaries with the player.


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.
Generally, NPCs could form alliances with the player or other survivors, or engage in combat. 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. Once an NPC has formed an alliance with the player, they could take on assigned roles, and act under given commands such as "stay", "follow", or "guard."


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.
NPCs demonstrated AI that allowed them to perform a multitude of tasks, mirroring what the player would do to survive. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival. They also had the ability to loot buildings and 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.


Three types of survivor NPCs existed in the game: gun nuts, true neutrals, and loners.
Beyond their actions, NPCs exhibited their own set of [[traits]] and [[professions]], randomly assigned from the same pool available to the player. They also had the ability to gain experience and level up in [[skills]], improving their survival abilities over time. One unique aspect of their design was their attribute for bravery, those with low bravery might choose to flee when confronted with a threat, while those with high bravery may opt to stand their ground and fight.
 
Specifically, three variations of NPC survivors existed in-game: gun nuts, true neutrals, and loners, each having different interaction patterns and behavior tendencies with the player and game environment.


=== Gun Nuts ===
=== 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.
Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. These NPCs didn't spawn naturally but only made appearances at scripted locations in [['Til Death Us Do Part|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 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.
True neutrals were initially friendly survivors who could ally with the player. Their willingness to team up was contingent upon the player's attitude. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to assume roles or take on orders. The player could bestow items upon these group members, receiving gratitude in return. Otherwise, true neutral NPCs would stay neutral and not attack players unless attacked first.


=== Loners ===  
=== Loners ===  

Revision as of 15:57, 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]

NPCs

A NPC rejecting a team request

NPCs in Project Zomboid took the role of Survivors, and served as an interactive element within the game's environment. These characters, operating under the game's AI, performed a variety of tasks within the game world, and possibly forming either helpful partnerships or becoming adversaries with the player.

Generally, NPCs could form alliances with the player or other survivors, or engage in combat. 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. Once an NPC has formed an alliance with the player, they could take on assigned roles, and act under given commands such as "stay", "follow", or "guard."

NPCs demonstrated AI that allowed them to perform a multitude of tasks, mirroring what the player would do to survive. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival. They also had the ability to loot buildings and 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.

Beyond their actions, NPCs exhibited their own set of traits and professions, randomly assigned from the same pool available to the player. They also had the ability to gain experience and level up in skills, improving their survival abilities over time. One unique aspect of their design was their attribute for bravery, those with low bravery might choose to flee when confronted with a threat, while those with high bravery may opt to stand their ground and fight.

Specifically, three variations of NPC survivors existed in-game: gun nuts, true neutrals, and loners, each having different interaction patterns and behavior tendencies with the player and game environment.

Gun Nuts

Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. These 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 initially friendly survivors who could ally with the player. Their willingness to team up was contingent upon the player's attitude. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to assume roles or take on orders. The player could bestow items upon these group members, receiving gratitude in return. Otherwise, true neutral NPCs would stay neutral and not attack players unless attacked first.

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.