That would be an issue with the level (the scripting that controls when and where the messenger NPCs spawn). It wouldn't have anything to do with banter.
It's not boundlessly random, obviously.
The problem is how the bounds are achieved (there doesn't appear to be a safety net, so who knows what is controlling the upper limit). It's perfectly possible to roll tails 10 times in a row, and the constraints don't get much smaller than that.
The bounds shouldn’t be advanced math. It’s not on a set interval, because it would be silly and eventually annoying to have banter trigger every 7.5 minutes on the dot. So, a reasonable approach would be to set a min-max range with a bias toward the higher end; for example, if target were banter every 10 minutes, then the range could be something like 8–15 minutes since previous banter. You have banter, then the time for the next one is calculated and the timer starts ticking (figuratively, anyway).
Then we add exceptions (such as for example a reduced initial time from zoning into an area), and blocking events such as engaged combat, or an environmental event or cue. These should not reset the interval, only pause it. One problem area here is the possible overcaution in triggering—perhaps somebody thought that any enemies within a certain radius pose a high threat of interrupted banter. However, I’ve frequently had banter continue into battle, so…
Then there are a few further issues, such as the availability of banter. This will depend on party composition (i.e. all possible banters between members X, Y and Z minus those already used, minus those that are dependent on story or character relationship developments—i.e. plot/quest/character flags).
It’s not a trivial system, but nor is it very complex. And foremost, it should be exceedingly difficult to f— it up as badly as it is without being able to reproduce it.





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