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Jumping NPC's pls


reveffect

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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.

Well the AI is supposed to be upgraded quite a bit, so hoping for jumping NPCs shouldn't be too much.

 

I mean maybe hoping for more dyanimic npcs is a bit much, but hoping that they can jump makes sense for a upgraded AI.

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Jumping NPCs may or may not be a must. From the terrain we've seen in Skyrim, it's not so weird. For example, in Oblivion, if you got on a hill you'd sort of glide on it and try to jump up and get up the hill bits at a time. I haven't seen anything that might suggest we have to do more glide climbing in Skyrim, which might make that unnecessary.

 

Also, killing a lot more quest line NPCs is supposed to be an option.

 

I figure you might not be able to kill, say, a King without being killed by hordes of guards or something. Todd said somewhere that the radiant story system works with the NPCs, and if you killed a quest giver, that quest moves on to say his or her cousin, but it could be anyone who meets the criteria to give the quest at hand.

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Jumping NPCs may or may not be a must. From the terrain we've seen in Skyrim, it's not so weird. For example, in Oblivion, if you got on a hill you'd sort of glide on it and try to jump up and get up the hill bits at a time. I haven't seen anything that might suggest we have to do more glide climbing in Skyrim, which might make that unnecessary.

 

It'd be nice if they had falling animations, so if you tried to jump up a hill and couldn't reach, you would just roll back down the hill.

 

Also, killing a lot more quest line NPCs is supposed to be an option.

 

I figure you might not be able to kill, say, a King without being killed by hordes of guards or something. Todd said somewhere that the radiant story system works with the NPCs, and if you killed a quest giver, that quest moves on to say his or her cousin, but it could be anyone who meets the criteria to give the quest at hand.

 

I wonder if you kill the quest-giver enough, will they run out of NPCs?

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I wonder if you kill the quest-giver enough, will they run out of NPCs?

 

I figure you might be able to do something like this, unless they have a bunch of back-up NPCs ready to spawn in and happen to "move in" shortly after the quest-givers are killed.

 

Regardless, I'm interested in killing everybody in the game now.

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They said the quests will be re-routed if you kill the quest-giver. For instance, if you kill the quest-giver, his or her *insert family member here* will take over the quest.

 

As for jumping NPC's, I agree that there should be a better way for them to follow you so that they can't get stuck. For some reason, though, I have a feeling that allowing them to jump would cause other problems, such as the AI causing them to furiously jump over a chair, resulting in them getting even more stuck, or knocking stuff over. I dunno, maybe not, but that's kind of the way it seems to me.

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They said the quests will be re-routed if you kill the quest-giver. For instance, if you kill the quest-giver, his or her *insert family member here* will take over the quest.

 

As for jumping NPC's, I agree that there should be a better way for them to follow you so that they can't get stuck. For some reason, though, I have a feeling that allowing them to jump would cause other problems, such as the AI causing them to furiously jump over a chair, resulting in them getting even more stuck, or knocking stuff over. I dunno, maybe not, but that's kind of the way it seems to me.

 

Okay, I'm sorry, but that would be hilarious to see and NPC do lol. I agree, jumping NPCs could cause problems, but it would be nice if they made it work right.

Also, essential NPCs, wow... I hate that. Simply that. I loved the ability to kill everyone you saw in Morrowind, and if you killed the wrong person, you only got a warning message thhat you couldn't beat the game. I liked that a lot.

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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.

 

Just had to link it.

 

 

Anyway, back on topic. NPCs probably won't jump because;

 

A). Jumping randomly makes absolutely no sense from both a combat and energy point of view. The reason why most people using the player jump so damn much is because it helped you move faster and you had a skill that required a good 50,000 jumps to master.

 

B). The way the AI and pathgridding (probably nav mesh), works it by designating viable places for NPCs to stand and move over. Adding jumping to the mix, say by having NPCs try jumping to a nearby navmesh when they reach the edge on one (eg a small cliff), would result in far too unpredictable behavior and countless issues of NPCs jumping into walls or ending up in areas which are not valid for play.

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Jumping NPCs seems kinda weird, maybe its just me. I think maybe a climbing animation or something along those lines. For example, if you got to a ledge or a not so wide obstacle, the NPC could then trigger the animation that lets them hop over the fence or climb the ledge. Jumping just seems like it would run into problems or bugs.

 

As far as killing any NPC in the world would be great. Just knowing that you have the option to do it would give me peace of mind. So I think it should at least be a switchable option in the start menu.

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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.

 

 

That would explain so much... Like after I completed Quill Weave's quest and shot her with lightening, an Argonian named Quill Wove suddenly appeared with a bizarre moustache...

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