Story NPCs

Story NPCs

in Guild Wars 2: Heart of Thorns

Posted by: Glingal.5869

Glingal.5869

I just played the Story mission of HOT. Unfortunately it has the same problem as most Story missions in the game so far: NPC behaviour.

Especially in the first part, in the cave, most NPCs didn’t do anything most of the time. Only the Pale Reaver was actually fighting while the others just stood there and watched as I did all the work. I really wish this problem would be solved – preferably not only in the new missions but also in the old ones which are already there.

The whole experience of the Story of Guild Wars 2 is affected by ‘heroes’ not fighting. We are always told they are so great and important but I will never forget the first Charr missions where Rytlock fought without making damage. It’s not only annoying but completely ruins the atmosphere.

I really hoped things would be better in the new missions.

NPC behaviour already worked so well in GW1, I don’t understand why it doesn’t work in GW2 at all. You generally can never rely on them to fight, rez or do anything else, which is quite frustrating.

Story NPCs

in Guild Wars 2: Heart of Thorns

Posted by: Nonny.5170

Nonny.5170

I noticed this, too. The AI seems to be very random as to whether or not the NPCs will fight. It doesn’t seem to be proximity based, as with the fight in the first story when you come back to the Pact camp and have to defend against the various minions, I backed all the way into the camp and only a few NPCs actually did anything. It’s frustrating, especially as I found it pretty tough (although I’m willing to attribute at least part of it to testing the Revevant and Reaper, instead of a build I’m very familiar with), and really could have used the NPC support.

But more than that, it… well, it doesn’t quite break immersion for me, but it affects it. It feels weird for the NPCs to be announcing incoming and danger and all that but not move at all. If they don’t want to fight, they could at least cower. :P