it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.
If anything I love devs to take away from us, it’s these NPCs’ autoattack. It does absolutely no meaningful damage in any whatsoever way. Yet, the npcs love to stop on their track to w/e destination to fire aimlessly at some mob which ultimately lead to their demise and people either have to wait for their respawn or have to join in the fight needlessly. Ask Mr. Magg or Mr. Hog. I always wonder what came across the devs’ mind then they gave them autoattack with no damage while setting them on an intended path. Just make them simply go straight to w/e they are intended to go plz.
And another thing is that, some NPCs like to talk a lot. I don’t have to say where You can hear “no, no, no!” while running through dungeons. + some dialogs are too long imo. Seriously.
Or the time in the Ascalon dungeon where we were fighting the last boss and Hodgin decided to attack the gravelings in the hallway leading to the boss chamber. He then ran back to us, pulling the whole group on top of us and causing us to wipe. >.>
The idea is that you’re supposed to kill the enemies, not walk past them. I know this doesn’t happen, but yeah, that’s what the devs were thinking.
The bigger issue that I have is inconsistent behaviours. Some NPCs will revive defeated or downed players, others will not. (We love you Honor’s Claw)
The idea is that you’re supposed to kill the enemies, not walk past them. I know this doesn’t happen, but yeah, that’s what the devs were thinking.
Traditionally, that’s usually what clearing a dungeon entailed and how I was used to doing it. But in recent years, MMO Dungeons have been more about “tricks” to avoid fights and bypass the more PITA-like, non rewarding, time-gated, etc. aspects of a dungeon.
I often wonder why devs don’t just readjust the mobs accordingly or tweak the dungeon’s layout. Doors and Gates that “unlock” come to mind as a decent means to have players face the challenges you set for them.
But minus a Dev solution, we have the plethora of non-immersive “tricks” to avoid enemies, but it cheapens the experience at least according to my sensibilities.
The idea is that you’re supposed to kill the enemies, not walk past them. I know this doesn’t happen, but yeah, that’s what the devs were thinking.
Not all the time, like the collecting the scepter parts in AC1 or the tunnel race before the last boss which can wipe your party with the traps and virtually perma knockdown, it’s more a test of dexterity/agility than a brawl challenge.
What crossed the Developers’ minds when they gave NPC’s attacks? Probably the idea that the NPC’s and the mobs are two halves of a conflict. What may they have thought about but not cared to pander to? That players would skip mobs.
Since when are NPCs attacking a problem during skipping? 0_o
What’s much, much more annoying is them drawing aggro during fights, making the boss go all over the place. Especially the ranged ones like dear Varra and agent Spire. >_>
And another thing is that, some NPCs like to talk a lot. I don’t have to say where You can hear “no, no, no!” while running through dungeons. + some dialogs are too long imo. Seriously.
:O Don’t take that away from us! What would we be without endless nonono’s or be careful be careful be careful…
(edited by cranos.5913)
Stop skipping and kill the mobs. Problem solved.
Since when are NPCs attacking a problem during skipping? 0_o
No one, but they could not aggro mob patrols in boss fights if the patrols were dead.
Since when are NPCs attacking a problem during skipping? 0_o
No one, but they could not aggro mob patrols in boss fights if the patrols were dead.
Never had this issue in group play, it takes not even 5 seconds to clear that patrol before fighting the boss. Solo play is something else entirely ofc… what I’m talking about is for example lupi or subject alpha traversing half the arena to fight the ranged npc instead of dealing with the 5 ppl right in front of them. If you can’t deal with the few mobs an npc might pull in rare occasions that’s imo a l2p issue.
Since when are NPCs attacking a problem during skipping? 0_o
No one, but they could not aggro mob patrols in boss fights if the patrols were dead.
Never had this issue in group play, it takes not even 5 seconds to clear that patrol before fighting the boss. Solo play is something else entirely ofc… what I’m talking about is for example lupi or subject alpha traversing half the arena to fight the ranged npc instead of dealing with the 5 ppl right in front of them. If you can’t deal with the few mobs an npc might pull in rare occasions that’s imo a l2p issue.
(shrug) someone up above was complaining about it, so I threw it in. I’d say, “Sue me,” but it wouldn’t be worth your while.
That’s nowhere near as annoying as ‘talk to NPC’ being the highest prioritized ‘action’. I sure would like to grab my Frostbow but instead I’m gonna chit-chat with this stupid NPC in the middle of a battle.
That’s nowhere near as annoying as ‘talk to NPC’ being the highest prioritized ‘action’. I sure would like to grab my Frostbow but instead I’m gonna chit-chat with this stupid NPC in the middle of a battle.
It would be nice to have separate keys for talk to NPC, loot/pick up bundle and a third for revive.
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