NPC Movement and unintended consequences.
Posted: 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.
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.