QOL: Give us a shiny red panic whistle (might be long...)


FredrikSvanberg

 

Posted

BabyMage is now 2. She dislikes her stroller. She wants to walk around and see stuff, but she does get distracted. When she gets fixated on something and doesn't want to follow me anymore, I can get her attention by giving her my keys with it's shiny red panic whistle to play with, and take her hand.

Ok, LM. You have a kid. What does that have to do with COH?

I'm getting to that. SGmates of mine told me that the PVP zones are essentially empty these days. Don't know why, and don't care, but there are badges to be had in there, and I decided to try to get them. I started with the rocket launches in Warburg, and sure enough I ran into not another soul run by a player. However, those scientists are actually very tall 2 year olds. I have never seen grown men and women get so distracted by shiny objects in my entire life! I had to step by step show a woman how to get over a simple ramp bridge by walking down the middle of it - she wanted to run off the edge for some unknown reason. Maybe if I had the shiny red panic whistle with me, she might have taken less than a full 5 minutes to walk across a bridge. I'm quite sure my daughter would have done it faster.

So my odd brand of humor aside, we need some better NPC pathing. If my 2 year old can follow me better than grown men and women can in game, there's a problem. I would really love to see them grow up. I don't know really the first thing about coding, and it wouldn't matter if I did, but I would really like to see this mechanic reworked. PVP zones are not the first, only the most recent places that I've seen this problem.


 

Posted

It seems to me that pathing took a turn for the worse when we got npcs marked on the map. Or maybe it's just that we can see exactly how they stumble around trying to navigate a pesky corner or a chair mysteriously glued to the floor, or a dangerous doorway. Either way I would also like better pathing.

In one famously bugged mission we have to kidnap three hostages from the factory in Cap au Diable. These hostages follow us EVERYWHERE without error. They are supposed to stay at the entrance when we lead them over there but they don't. Instead they happily run along after us. If you use superspeed and superjump to try to lose them, they'll still come running after a minute or so. It's impossible to lose them. I wish they could fix these guys so they stayed at the door, and make all npcs behave like them otherwise.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522