My recent ASMR is watching Kingdom Come: Delivance 2 NPCs collects a immense pile of rejected players

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Sometimes I relax, watch movies from Timelpse about ocean creatures, such as staronizing stains of sea floor. Perhaps they are graceful Eating the carcass of the sealor moving to escape the mortal descending finger of ice. Listen, I’m a rather morbid guy, but “Beauty of Nature” and so on.

It turns out that in the last Kingdom of RPG-PALOOZA Kingdom is the equivalent of RPG-PALOOZA Kingdom: drop dozens of items on the random square of the town, and the transfer of NPC gradually collects them all in accordance with the preferences dictated by the class. Here is a film showing that in action, created by Redditor McLoganator, with three thousand goods with a value for collection.

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[KCD2] Timelapse worth 300,000 Groschen goods is cleaned of Kuttenberg streets.
ByIn/McLoganator INKingdom

(Here linkin case you can’t see video deposition.)

Hypnotic, right? We could do this kind of things in Bethesda games. The Reddit film has now been distributed to the Xeetbox, and the Warhorse and Open World Scripter Patrik Papšo programmer stuck some thoughts about social systems supplying such vigorous exploits of the garbage collection.

“Haha, it’s the behavior of NPC I made!” He wrote. “They choose what they choose based on the value of the subject and their social status. That is why the nobility can ignore cheap items, but beans with them. ” Under the AI ​​system based on the node, Papšo explained In the next tweet, when the NPC sees an object dropped by the player, the system checks its price in relation to its own “social multiplier” NPC, checks whether other NPC is already receiving it.

Papšo also has some information in this tweet thread about roads, not apparently. For example, Warhorse once had a system in which if you dropped a stolen object, the original owner can see him and trace theft back to you. However, developers cut this function because players were too tough rejecting dozens of elements to connect between a specific subject and suddenly accusation of crime. There was also once a mistake in which NPC “reserved” the object to collect, and the player first raised it, instead they can reject him from the inventory.

The soothing, glacial spectacle Kuttenberg Townsfolk rushes aside a lot of used gambesons, I like it all, because I can imagine a game in which NPCs actively acquire, exchange or reject objects, and you just have fun following the fragment of the object to hand to hand to hand hand to the object. hand. Imagine someone pressing your favorite shoes early and whipped them on the black market. Several dozen hours later, you spy on someone innocently wearing them while traversing the mountain pass.

There is probably a simulation? At the moment, I can only think about how dwarves demand objects for their own employ in the dwarf fortress.

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