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Jumping NPC's pls


reveffect

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This is a problem I have had for a while now with morrowind, oblivion, and fallout 3. Sure the fact that npc's couldn't jump does allow me to exploit certain tough enemies that my rouge couldn't handle toe to toe (like running into a mountain lion while I am still low in lvl, so I jump on a tall rock and plug it full of arrows till it dies) but this does bring about other problems as well too. Seeing npc's, especially important quest related ones, getting stuck on something as simple as the top of some stairs can get really annoying. Whats worse is when you have a companion tagging along in a dungeon or when you are traveling outside and when you jump to go somewhere that can only be reached by jumping they can't follow.

 

Maybe this is just a minor problem that no one really cares about or has said anything about and that is why they haven't done anything about it. Personally even if they didn't change it I still wouldn't really mind as much seeing how this was missing in the other games I listed and I still played those to death but it would be nice if they would just do that. So what do you guys think of this not so serious problem (I have no clue why I am getting all worked up about it now all of a sudden)?

Should they do something about it or are you perfectly fine with it not being their?

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This is a problem I have had for a while now with morrowind, oblivion, and fallout 3. Sure the fact that npc's couldn't jump does allow me to exploit certain tough enemies that my rouge couldn't handle toe to toe (like running into a mountain lion while I am still low in lvl, so I jump on a tall rock and plug it full of arrows till it dies) but this does bring about other problems as well too. Seeing npc's, especially important quest related ones, getting stuck on something as simple as the top of some stairs can get really annoying. Whats worse is when you have a companion tagging along in a dungeon or when you are traveling outside and when you jump to go somewhere that can only be reached by jumping they can't follow.

 

Maybe this is just a minor problem that no one really cares about or has said anything about and that is why they haven't done anything about it. Personally even if they didn't change it I still wouldn't really mind as much seeing how this was missing in the other games I listed and I still played those to death but it would be nice if they would just do that. So what do you guys think of this not so serious problem (I have no clue why I am getting all worked up about it now all of a sudden)?

Should they do something about it or are you perfectly fine with it not being their?

 

I sort of agree with you, I fully understand your point. But I'm more concerned about the fact that some NPC's in Oblivion were essential for quests and similar things, but you could accidentally kill a random person in the game and that simple act could ruin a whole questline. They really need to make all of the NPC's which are important for quests immortal in my opinion, or at least give some sort of hint not to kill this person. I agree with you, Bethesda's biggest threats are bugs. If they don't handle them with respect, the game will turn out to be rather edgy, like Oblivion, although a great game.

Edited by hejpadig
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No, they all need to be killable. I hated that they could just be kocked unconcious. One of my favourite thing to do in Morrowind was to go off and kill some guy involved in the main questline. Why? Because I could.

 

So, according to you, you didn't get mad if you accidentally killed an important NPC during your first gameplay and didn't have any other saves? We will most certainly need some sort of notice if we're going to slaughter every important NPC in the game. My concern is more directed to when I'll try to join the Dark Brotherhood. What if the random person I kill to get my letter is essential to the last line of the main quest, which I will complete after all the factions? Then my whole progress would've been a waste of time, since I'd have to do it all again to be able to complete the main quest.

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Yes, I got a bit grumbly. But I just reloaded my last save. What I did get grumbly at was when I decided to go assassin on the ass of the Imperial city and half of everyone I tried to kill was just knocked unconcious (Hieronymus Lex anyone?) I wanted so desperately to kill that guy, and I couldn't, which was sad and ridiculously immersion breaking.

 

Just my opinion.

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Yes, I got a bit grumbly. But I just reloaded my last save. What I did get grumbly at was when I decided to go assassin on the ass of the Imperial city and half of everyone I tried to kill was just knocked unconcious (Hieronymus Lex anyone?) I wanted so desperately to kill that guy, and I couldn't, which was sad and ridiculously immersion breaking.

 

Just my opinion.

Yep.

 

I want to be able to kill everyone.

 

If a NPC dies that is not supposed to, reload your save. Would rather reload my last save then never be able to kill some of the NPCs.

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what about,... knock npc unconcious longer if essential... then coud de grace optionally on unconcious npc's?

and yes... non-jumping AI is stupid... but neglectable

 

I would be happy if you knocked them unconcious, so that you knew that they were related to the main quest, and then could murder them if you still wanted to, by slitting their throat or something. I could deal with that.

 

Just realised how sick and sadistic that sounds... but I'm not taking it back :D

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See that crown your crosshair turns into when you look at some NPCs?

 

That means they're essential.

 

This still works even if you change the INI setting to allow essentials to be killed.

 

 

As for the jumping thing, definitely. What big technical problem was stopping it before?

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Jumping NPC's would be awesome. New animations and hopefully much better AI than the previous titles means we don't have to deal with NPC's going full retard and running into a rock for all eternity. However, I'm a bit worried that this new engine isn't as advanced as the PR has made it out to be.
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