I agree. That was great!Mysnomer said:Knee-high water was the best single joke in this series. So clever.
Rarely, if ever do you get a escort mission in the open world, it's almost always in an instance, where you're blocked from taking perfectly normal routes.lesterley said:PS - Having the NPC follow the player could be done in an instance area, but doing it in open world would be tough. The NPC would essentially become the player's pet, requiring that the player know exactly where they're going. It would also require a means of preventing the player from just walking off aimlessly with the NPC in tow.
Bounded following, that periodically shrinks to keep the player from backtracking too far. That, plus some dialog to establish the path to be taken and you're 80% of "free will adventuring". Toss in some recording of "familiar areas" (a nice big array of bits will do) to indicate when the NPC is supposed to lead or follow (while staying with player either way) and you get some nice free determination whether NPC says "This way!" or "Let's go!" and it ends up making sense in the context.The_root_of_all_evil said:PS - Having the NPC follow the player could be done in an instance area, but doing it in open world would be tough. The NPC would essentially become the player's pet, requiring that the player know exactly where they're going. It would also require a means of preventing the player from just walking off aimlessly with the NPC in tow.
It's even easier than that, just add a time limit. If you don't complete the quest in 5 min the NPC despawns. This is how most MMOs already get past this issue.hellsop said:Bounded following, that periodically shrinks to keep the player from backtracking too far. That, plus some dialog to establish the path to be taken and you're 80% of "free will adventuring". Toss in some recording of "familiar areas" (a nice big array of bits will do) to indicate when the NPC is supposed to lead or follow (while staying with player either way) and you get some nice free determination whether NPC says "This way!" or "Let's go!" and it ends up making sense in the context.The_root_of_all_evil said:PS - Having the NPC follow the player could be done in an instance area, but doing it in open world would be tough. The NPC would essentially become the player's pet, requiring that the player know exactly where they're going. It would also require a means of preventing the player from just walking off aimlessly with the NPC in tow.
As a longtime player myself, I would certainly suggest giving LOTRO a shot. The game will be going Free To Play come sometime in the fall but there is a Free Trail right now. I'd suggest giving the Trial a go and if you like it, see if you can find a cheap copy of the game and expansion packs on something like Amazon. Boxed copies of the game will include a free month of play right now, plus having them will mean you're going to be grandfathered in when the games does go Free To Play (instantly becoming a Premium member and keeping full access to the majority of your purchased content). The cash store prices haven't been revealed yet but if you get a good deal on the boxed game now, there's a really good chance you'll spend less money than if you bought the same stuff piece by piece once the game goes Free To Play.Daemonate said:Hey Shamus, really don't finish this one. I'm very curious on your take of a bit of the world outside the Shire areas of the game, as my girlfriend and I, both ridiculous Tolkien geeks, are considering having a go at the game...
Please let Lulzy's biting narrative take us a few steps further.
LOTRO does already use a area based limitation on the powerup used to make some of the old group quests soloable. It's a clickable item with both a time limit and a radius of effect that has you lose the buff if you move too far from the intended quest area. I would imagine Turbine could use some offshoot of these systems if they really wanted to do a public area escort like the one being talked about.Slycne said:It's even easier than that, just add a time limit. If you don't complete the quest in 5 min the NPC despawns. This is how most MMOs already get past this issue.hellsop said:Bounded following, that periodically shrinks to keep the player from backtracking too far. That, plus some dialog to establish the path to be taken and you're 80% of "free will adventuring". Toss in some recording of "familiar areas" (a nice big array of bits will do) to indicate when the NPC is supposed to lead or follow (while staying with player either way) and you get some nice free determination whether NPC says "This way!" or "Let's go!" and it ends up making sense in the context.The_root_of_all_evil said:PS - Having the NPC follow the player could be done in an instance area, but doing it in open world would be tough. The NPC would essentially become the player's pet, requiring that the player know exactly where they're going. It would also require a means of preventing the player from just walking off aimlessly with the NPC in tow.