NPCs, Dynamic Events, Heart Quests

NPCs, Dynamic Events, Heart Quests

in Suggestions

Posted by: Ronah.2869

Ronah.2869

The current design of the game regarding events and heart quests scales down or up the number/ toughness of foes according to the number of players around.
The system is fine but when solo, some events may be harder or easier depending on the player’ s experience as a gamer and his /hers ability to play the character. I will not go into more details here but A-Net said the events are designed that they can be solo-ed in most part, but isn’t this too boring? I think It is

The suggestion is to redesign the events and heart quests for a team of 5 players. The lack of players in an event will be substituted by “helping NPCs” with sustainable AI and power

“Helping NPCs” will be designed as normal looking NPCs in the zone only with fighting abilities of a real player
The game designers can generate a random code that will copy the builds of the most 1-4 closest players from that specific location before spawning the “helping NPCs”
(if there is no players in the zone, the game will use the most recent used builds)

The spawning places for the helping NPCs will vary depending on the location specific environment. Some possibilities are: from houses, drop down from trees / rocks,/ walls, exiting caves, from a smoke cloud like a thief, etc
NOTE: once more players come to do the event, the “helping NPCs” will return to their spawn locations – entering back the house, jumping back in the trees, rocks, walls, etc – saying something like this: "_Hey, I think you can handle this from here, see you_ "

Mechaninc:
- event starts / no players = the current system in the game
- event starts / 1-5 players = adding 4-0 helping NPCs respectively to keep the event more interesting and not scaling down the number of foes
- event starts / >5 players = the current system in the game

This design can be changed for the day / night cycle accordingly with this suggestion and during the night time the number of helping NPCs added will be reduced to zero (depending on the circumstances) = NO helping NPCs during night time gives a more dangerous experience then during the day time creating the need for a different game-play approach.
Given this suggestion, the vents still can be soloed but they will require more challenge.
In the end, the game will generate in the minds of “easy going players” the “fear of the dark” feeling creating even more immersion into the game for them as for others.

Isn’t it dangerous to adventure in the night? Only the real Heroes dare to face the night.
For the “not too adventurous” heroes there should be implemented different activities in different parts of the world which will require less heroism: mini-games

i hope you enjoy both suggestions and expand on it.

(edited by Ronah.2869)

NPCs, Dynamic Events, Heart Quests

in Suggestions

Posted by: FacesOfMu.3561

FacesOfMu.3561

Great idea. Links very well to the other suggestion on the forums here about Heroes/Mercenaries. I wonder what it’d be like if player could trade a currency (preferably many/any type) to hire mercenaries to either inhabit an area (therefore helping a town or outpost to remain allied and resist attacks for the long-run), or have some accompany you until some condition is met:
- After x time
- After x kills
- After x kills of a species
- For x events
etc etc.
An affordable but not-required option to handle content solo AND work in groups.

People vary.

NPCs, Dynamic Events, Heart Quests

in Suggestions

Posted by: TwoBit.5903

TwoBit.5903

+1 Great idea. Current open world encounters are down right abysmal and that’s because the statistical scaling often subverts challenge. I think this proposed system will help maintain challenge.

NPCs, Dynamic Events, Heart Quests

in Suggestions

Posted by: Lara Kroft Rus.3954

Lara Kroft Rus.3954

Almost the same thing as I suggest in the topic “Mercenaries and Heroes in the GW-2”
https://forum-en.gw2archive.eu/forum/game/suggestions/Mercenaries-and-Heroes-in-the-GW-2/first#post1272477

Only one difference, the characters and the mercenaries and escorted on a walk around the map and in the personal stories, if you have no party players.

I do not want to offend anyone here, but the game is full of idiots that believe:

1) A shame for myself, to help in the task heart.

2) They think I’ll steal their loot. And seeing that I run near or run away or send me your enemies.

To the discredit Arena, when you take the job heart, no one offers to help the party!

I agree with the author that the heart should be together (The reason is written above). And one, to fight against the five is not so easy.
Just add Heroes and Mercenaries in the party, should not be automatic, but in GW-1.

(edited by Lara Kroft Rus.3954)