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NPC Movement and unintended consequences.

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Luuca
Posts: 1204

NPC Movement and unintended consequences.

Post#1 » Tue Sep 04, 2018 8:30 pm

I've noticed the game has come to life with client control; rats scurry about Altdorf as the executioner paces the gallows. All very cool to see the lay people of Altdorf going about their daily routines. The IC is full of traffic as well and monsters float through the air and npcs wander the city. All welcomed changes to the game environment and immersion factor.

What's not so cool is the Scenario Spawn guards are taking little walks into the SC area and staying where they stand after killing the enemy player. This results in a chain effect pull of the SC Spawn Guard closer and closer to the midpoint of the SC. I have screen shots of the an Order spawn point guard about halfway to the stairs on Order side (with a nice respawn timer mid screen as well).

I suggest we limit or remove their ability to move from their post. Protect away, just do so from up top.

If you need the SS, I can post.

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Telperien
Posts: 550

Re: NPC Movement and unintended consequences.

Post#2 » Tue Sep 04, 2018 8:49 pm

Actually thats interesting SCs twist:) We could get a special sc edition with goal to protect and escort guard, like in 2nd stage of City Siege:)
Slacking (checking out EvE)

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wargrimnir
Head Game Master
Posts: 8286
Contact:

Re: NPC Movement and unintended consequences.

Post#3 » Tue Sep 04, 2018 9:02 pm

Pretty sure that wasn't intended. Bugtracker pls
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Luuca
Posts: 1204

Re: NPC Movement and unintended consequences.

Post#4 » Tue Sep 04, 2018 9:17 pm

wargrimnir wrote: Tue Sep 04, 2018 9:02 pm Pretty sure that wasn't intended. Bugtracker pls
Done

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catholicism198
Posts: 1092

Re: NPC Movement and unintended consequences.

Post#5 » Wed Sep 05, 2018 4:11 am

The ones in t1 Elf/Dwarf do too.
The guards in ekrund go all the way up to hill.

Sulorie
Posts: 7223

Re: NPC Movement and unintended consequences.

Post#6 » Wed Sep 05, 2018 5:18 am

catholicism198 wrote: Wed Sep 05, 2018 4:11 am The ones in t1 Elf/Dwarf do too.
The guards in ekrund go all the way up to hill.
Sounds like we have found the perfect defense for cannon battery.
Dying is no option.

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Hargrim
Developer
Posts: 2465

Re: NPC Movement and unintended consequences.

Post#7 » Wed Sep 05, 2018 6:35 am

Set movement of scenario NPCs to 0 in next patch.
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Luuca
Posts: 1204

Re: NPC Movement and unintended consequences.

Post#8 » Wed Sep 05, 2018 7:21 am

rhino mount OTW?


:)

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Nameless
Posts: 1151

Re: NPC Movement and unintended consequences.

Post#9 » Wed Sep 05, 2018 8:17 am

What about melee guards that move down to the slope to insta kill enemies? They wont do that with 0 movement. The problem is that guards doesnt come back to their original possition not that they move 10 fts or so
Mostly harmless

K8P & Norn - guild Orz

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Hargrim
Developer
Posts: 2465

Re: NPC Movement and unintended consequences.

Post#10 » Wed Sep 05, 2018 8:19 am

Nameless wrote: Wed Sep 05, 2018 8:17 am What about melee guards that move down to the slope to insta kill enemies? They wont do that with 0 movement. The problem is that guards doesnt come back to their original possition not that they move 10 fts or so

They don't need to be melee, just have terminate with some range that will cover spawn.
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