DEV Zoom wrote:Well... tried to keep it interesting as much as we could but it doesn't work apparently. We'll change all alpha 2 NPCs to orange.
BOOM!!! Shotgun Balancing
Why do you guys insist on having Red NPCs follow forever? What is wrong with the old Rubber Band Mechanic?
And Roaming Spawns, will they be Orange also? How far do you the unintended consequences have to follow befor you realize the original problem needs a different solution?
What is the Original Problem?
EDIT...found it
DEV Zoom wrote:Jasmoba wrote:What in the world were you thinking when you made npcs chase you non stop ?
Two things:
1. People have been asking us for years to remove fixed spawns in favor of free roaming NPCs everywhere. We practically did that.
2. If there is any limit that prevents NPCs going further, they become extremely farmable at the boundary.
Apparently this interferes with missions too much.
1.) Remove Fixed Spawns in favor of Roaming NPCs.
"We practically did that" ...are you kidding me? Do I have to explain how stupid that reasoning is? No not stupid, comedic. I think you must be trolling with that rationale.
2.) Limit that prevents NPCs going further ... farmable ... boundary.
Ummm, what? What does that mean? You don't want people "farming" static NPCs? Farming is part of any MMO. People need NIC and KERNALS and whatever. You want the existing playerbase to forever dominate the Research Tree? You don't want new players to "farm" to catch up with the unGodly assets accumulated by vets? WTF are you talking about with Number 2?
And if you are worried about interfering with missions, your Solution to 'fix' interfering with Missions just broke the *** out of Missions.
You guys are high.