!HyPeRbOy! said:It's also cool that NPCs' skills will be governed by the same mechanics as the player's own. Since they have their own schedules -- which often will include weapons practice -- they're going to get better and better at fighting as the game progresses. I can imagine a scenario where, early in my career, I'll bully some little punk squire, only to return to find him a fully-trained bad-ass with a sword. Let's hope the reality lives up to the scenarios I'm inventing in my head.
Seriously. Is this kind of stuff actually going to be in the game? It cant be right? I mean, it would be awesome.
Actually, it would be an insanely bad idea. It would mean that if you can't beat a bad guy at one point in the game, chances are, you'd be totally screwed because while you're out getting more powerful - so are they.
MrSmileyFaceDude said:The game uses stats to determine proficiency and success for NPCs just as it does for the player, but NPCs don't improve over time unless scripted to do so.
I don't like this for the same reason as the above, but at least it's more organized than the case presented by GameSpy.