San Twocut: Human Thief lvl 80
Djorn Wolfson: Norn Guardian lvl 80
This is incredibly frustrating and maddening.
Notibly the Temple of Lyssa being the high platform that it is.
I’ve been knocked off that platform more than I can recount .. BUT
I’m okay with that issue even if the fall ends in my death..
However, here is the BUG that irritates the living stew out of me ….
NPC’s cannot be “knocked off” and suitably suffer the same consequences.
Rather than being knocked off the platform, they hit some invisible wall that keeps them on the platform, where they get up and come right back in my face until
I finally kill them …. or get knocked OFF the same platform by some hit from a trebuchet..
This is really a serious game bug. IF I’m going to get my butt knocked off such a high place, NPC’s should be just as vulnerable instead of this being kept on the platform by some invisible wall.
It’s not a bug. Allowing NPCs to get knocked off platforms by players is just way too exploitable and prone to a lot of bugs. What if you need an item from the corpse, but it’s knocked into an inaccesible area? What if it knocks the NPC into an area they can’t escape, but they’re not killed? (This will stall any events/story steps) that use that NPC.
IF I’m going to get my butt knocked off such a high place, NPC’s should be just as vulnerable instead of this being kept on the platform by some invisible wall.
One HUGE difference between PCs and NPCs: in theory, behind a PC is a human brain capable of actively positioning the PC so that being knocked off/back can be avoided or mitigated, I’ve yet to see an NPC AI in any game actively position the NPC in a similar way.
I don’t see where that’s an exploitable issue.
Knock them off, (like us, if the fall is far enough) they die .. simple as that. That “What if” …. is too vague leaving the situation open with too many variables. Suppose they fall into water (which at times I am lucky enough to fall into and survive some times) ..
either have them find their way back to the point of the fight, “kill the npc by default” or have it respawn at the point of origin.
IF knocking an NPC into an inaccessable area poses a potential problem, then the program should “reset” the NPC to it’s original location. Not necessarily stalling the event.
As far as “needing” an item from an NPC, if it’s an event item necessary for the story line to progress or trigger a following event .. that would be an exception. But regular loot drops would be a moot point since they’re more than likely common items.
But there is also a major problem with hitting npc’s from a vantage point where they are set to “invulnerable” making a kill impossible. Not necessarily an exploitable issue, but more of an exploitable position which is normal.
I don’t see where that’s an exploitable issue.
For one you could solo a lot of stuff you shouldn’t be able to by having them die from fall damage.
Thank you for your feedback. Ultimately, this was a design decision made early on in game development and is not a bug. As such, this thread will now be closed.
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