Author Topic: NPCs returning to their start room  (Read 132 times)


  • Posts: 273
NPCs returning to their start room
« on: May 16, 2021, 08:09:43 PM »
Npcs that generally don't move from the rooms they spawn in (human guards, human barsitters, etc.) should try to pathfind back to their homes when idle

Npcs that are far from their habitat should pathfind back to their spawn point when idle because sometimes people lure kryll, carru, drov beetles, etc very out of the way.
A staff member sends:
     "Hi, we don't need you to tell us EXACTLY what you are doing when you quit OOC.  We just need a vague reason.  Thanks."


  • Posts: 1435
Re: NPCs returning to their start room
« Reply #1 on: June 11, 2021, 11:16:04 PM »
I think it would be nice if NPCs like gate guards, cooks, etc. that sometimes get out of place would automatically wander back.

As for hostile NPCs like carru or kryl....I'm iffy on that one.  An out of place kryl can be a serious threat in an area that's usually considered 'safe' and in some ways makes the world feel more dynamic.  I've actually enjoyed a scene where I found an out of place spider then went on a little mission to track down how the hell it got out of place leading me to a dead body.  I think that at least in some cases that's a positive for the game.


  • Posts: 84
Re: NPCs returning to their start room
« Reply #2 on: June 11, 2021, 11:42:17 PM »
If I find an NPC somewhere it shouldn't be and I can't find a member of the militia or any other police type player, I will just wish up about it.  Normally some staffer will come along eventually and walk them back to the gate or whatever.  It's hilarious to see a templar order a half-giant to drag them back though.