Notorious criminal NPCs ignoring low-level players

Notorious criminal NPCs ignoring low-level players
effort 3.6 5 quality 3.6 5 reasonability 4.25 12

Currently leveling a new file and after barely escaping from a lvl160 mage at limestone, this idea popped up in my head again.

If the player is too many levels below the criminal (e.g. 50+ levels or so threshold) then the npc will simply not aggro. If this happens, the npc will acknowledge the player, saying something like “Hmm… Nah, not worth the effort.”

If the player walks too close or otherwise provokes the npc, they will then start attacking.

note: This may/will not apply to hero/navy npcs

extra edit (could be not included if this is accepted): If this happens but the player tries to attack the criminal, the npc could deflect or otherwise nullify the first attack, showing that they’re Too Fucking Strong and giving the player a second chance to back off and leave.

6 Likes

this has probably been suggested before but i can’t find any similar topics to this so fuck it we ball

YES, we absolutely need this.
It’s so annoying when you’re just exploring islands as a low level and then a level 160 npc notices you from the other side of the island and just begins to send nukes towards you. Besides, lower level players literally stand no chance against these npcs unless they already have a high level file, and even then it takes like 7 minutes to defeat it.
Right now, it kinda feels like a punishment for exploring while you’re a lower level, which I don’t really think is fair since you have multiple levellocks which should encourage exploring at said lower level.

4 Likes

me at lvl 30: exploring limestone key for first time
lvl 50 glass mage: “HELLO”

1 Like

fuck yeah, i was trying to do a chart in windrow and lost it because of a level 140 rival

One of my first deaths was getting folded by a high level criminal at harvest

bro it should be the opposite what high lvl npc is gonna say not the effort to a 1 hit kill

fuck player-friendliness, i guess

Simply get better
In all seriousness, this would be an appreciated change, even if it was unlikely. It can be annoying to be unable to go somewhere to dig up a treasure chart because of the npc that is lurking there. It could be a thing where they don’t attack you at first but if you linger too long then they fight, in order to still keep the threat of high level npcs present.

1 Like

Reasonable enough, should be similar to bounty’s interaction with criminal NPCs where they don’t attack you if you don’t attack them first.

How about we add character personalities as well?
So like depending on the personality they could attack or ignore.
Like someone like Rupin would prob commit a genocide against everyone he sees while someone like Trigno won’t attack unless attacked.

1 Like

I like it when they hard it makes it fun to fight something harder (pause) rather than going with the flow of the game that essentially leads you to a easier mobs.

yeah but when you’re fighting someone that’s IMPOSSIBLE to fight such as pretend you have to fight wotan the conq rn that’s just not fun

go to the dark sea at level 80 and I’ll believe you

its a good idea mechanic-wise, but villains would mindlessly kill anyone no matter their strength so immersion-wise its bad

maybe it could be different among criminals, some who just want to be free to do whatever they want and others who are just menaces to society, maybe the menaces can be distinguishable by the alive part of the “dead or alive” bit of the bounty being marked out so it just says dead or something

2 Likes

its like that pirate at frostmill

not really
for example if you take a look at multiple characters (ex. Averill, Trigno, etc) they are technically “villains” given how they have MASSIVE bounties over a million. However, they don’t mindlessly kill people.

Ruby Roger is literally the definition of “A good pirate never touches another person’s property!”

…yeah, in lamina, not galleons

still massive, but that doesn’t matter now because the ag is literally no more