Overall, I like the OP's idea, because I like to roleplay. But I'm seeing a lot of "ideas" on this forum without any speculation on how they might be implemented.
Good point. But possibly a bit premature. I usually find that a "throw around all the crazy ideas" phase is a good tool to figure out "how I would like things to work". And from there settle on a compromize between available time and functionality. Thinking implementation to early has an annoying habit of stiffling progress. One could also hope that the new engine would include an improved and more stable implementation of schedule management.
but in fallout when you saw someone in the wasteland there was a good chance it was something that wanted to kill you, so usually it was best to shot 1st and ask later if you know what i mean :tongue:. I do like the idea of maybe a bit more dialogue option when you run up to does bandits that give you a chance to give them gold like some sort of persuading conversation where you try to talk things out telling the bandit that it would be best for him not to mess with you, or you could just be a cold blooded barbarian and smack him in the face directly :flame:. Also giving names could be nice.. its always different when your killing something with a name that just a titled mob. Good Post!
Given that they are supposed to be people, there should be some glimmers of intelligence and (at least) self preservation. Charging into battle against someone who is obviously superior to you is either due to desperation or stupidity. Indeed, a bandit does not have to attack everyone at any time. If they have enough loot for now, why should they attack someone? And giving them names stops them from being easily "labelled" by the player. It could even spark a bounty hunter quest line, where the player had to seek out known bandits and stop them.
I would love for the people you meet in all these caves to have specific reasons and personalities, but this would come at the cost of respawn if done well enough to make a difference. I suppose you could then have the specific NPCs be replaced later by non-specific ones, but... eh.
Is that really that much of a problem? I seldom go back to the same dungeon in Oblivion.
Also, adding enough realism to the denizens of dungeons lives and their story for why they are there should yield just as many doing so without being "evil". You'd end up murdering perfectly innocent folk all the time if you just explored without a quest objective into a cave and started sneak attacking folk. Necromancy, for example, was really flattened out in OB... it was not illegal, and necromancers shouldn't have been just all part of the evil cult under Manimarco... I mean, even the Mages who were good and the PC (often) would summon the undead :facepalm: . So, knowing who really deserves an arrow to the base of the skull or a throat slit is a bit trickier if you make the characters more believable. If they were truly believable, they wouldn't all be "evil" in the first place.
Heh, yeah, that really did raise my eyebrow. Mages get expelled from the guild for necromancy, but happily teach you how to summon your own undead? "Obviously" necromancy is not about manipulating or researching dead bodies, it is only about capturing the souls of humanoids. Or something. And why they would attack you for entering their caves instead of just asking you to leave surprised me. On the other hand, it also surprised me that they would move their work into a damp cave in the middle of nowhere when it was perfectly legal to do it in the city (or at a nice house just outside a city).