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Beasties that follow you through transitions

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  • Beasties that follow you through transitions

    One of the best features of NWN I was the fact that beasties would follow you through transitions. That NWN II does not do this is strange to me, and promotes cheesy zoning to escape death, of which I am certainly guilty myself.

    It strikes me as something that is simply a limitation of the game rather than a design decision or a logical (not that logic has anything to do with anything in these games) action on the part of the beasties.

    Is this even possible in NWN II? With scripting or other mechanisms? If so, though a low priority probably, I think it's be worthy of consideration for inclusion. Thanks for reading.
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    Fingal Haller - dwarven scout, locksmith and mercenary
    Reuel - Human (absent-minded) Wizard
    Rudash - Orc-blooded lad with a chip on his shoulder

  • #2
    The big problem with this idea is that what if someone went from the Necropolis to Sundren City? That gives players the power to lure enemies into places they shouldn't be. And then even if we set something like that up on a case by case basis it just ends up generating more work for us to manually configure that for every single zone.
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

    George Carlin

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    • #3
      I like to use my imagination and pretend that I cleverly avoided them somehow.

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      • #4
        Originally posted by Leevoth View Post
        I like to use my imagination and pretend that I cleverly avoided them somehow.

        Funny, I remember at level 5 I didn't have to use my imagination to picture the actual and immediate beat down I received from a large group of Gnolls and Goblins that someone left for me right inside Mossclaw Meet.

        It's bad sign when you hear your guy screeming in pain before the screen is finished loading.
        ~ Sigrun Hael - Ranger of the Viridale

        ~ Aoden Haven - Former Swordcaptain

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        • #5
          ...or waving his hands in agony when the god cow one rounded me.
          (inside joke)
          Father Perry - "...great, not only do rats carry disease but apparently they explode into a fiery ball of flame.?"

          "may your experience here be legendary." - Ipsissimus

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          • #6
            Originally posted by Saulus View Post
            The big problem with this idea is that what if someone went from the Necropolis to Sundren City? That gives players the power to lure enemies into places they shouldn't be. And then even if we set something like that up on a case by case basis it just ends up generating more work for us to manually configure that for every single zone.

            Hadn't thought of that problem. Good point. Lot of work vs. relative low benefit. Ah well, was worth a thought...
            sigpic
            How to Save $$ at Christmas

            Fingal Haller - dwarven scout, locksmith and mercenary
            Reuel - Human (absent-minded) Wizard
            Rudash - Orc-blooded lad with a chip on his shoulder

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            • #7
              Well I have to disagree that it makes any sense for monsters to follow you. NWN 2 makes a massive problem in just fleeing in that the majority of monsters have zero problem keeping up to you even as a barbarian or monk, giving them an endless supply of attacks of opportunity against you as you try to run.
              Also, why would a monster chase you through a zone? For any monster with intelligence, they chased you out of their territory, so why should they keep pursuing you? Most everything is also too suicidal in that it never flees even when its near death and clearly losing.

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              • #8
                Originally posted by Dark presence View Post
                Most everything is also too suicidal in that it never flees even when its near death and clearly losing.
                Yes, I miss moral checks! I would be awsome if goblins yelled in goblin "Oh, no! not that guy again. Run for it!" To the presence of the level 14 char.

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                • #9
                  Originally posted by Dark presence View Post
                  Well I have to disagree that it makes any sense for monsters to follow you. NWN 2 makes a massive problem in just fleeing in that the majority of monsters have zero problem keeping up to you even as a barbarian or monk, giving them an endless supply of attacks of opportunity against you as you try to run.
                  Also, why would a monster chase you through a zone? For any monster with intelligence, they chased you out of their territory, so why should they keep pursuing you? Most everything is also too suicidal in that it never flees even when its near death and clearly losing.
                  If you're qorried about AoOs, then invest in dodge, mobility and spring attack and/or tumble to help with that. It makes sense because: why wouldn't beasties follow you through a doorway? Or from the goblin village into the forest? Or from upstairs in the mountain hideaway to the main level or into the cellar? In other words, not every transition marks the end of enemy territory.

                  Granted there are transitions that would not make sense for beasties to follow you through, as Saulus noted, and with which I agreed. As such, there is no universally correct or logical position on this. NWN I had monsters follow you as a matter of course, and I miss that feature because it pushed the need for strategy and tactics rather than relying on cheesy zoning to escape a difficult fight.

                  Overall, I'd love to see monster AI upped since many act like they are blind or worse. That's not something I think Saulus et al are taking on though...
                  sigpic
                  How to Save $$ at Christmas

                  Fingal Haller - dwarven scout, locksmith and mercenary
                  Reuel - Human (absent-minded) Wizard
                  Rudash - Orc-blooded lad with a chip on his shoulder

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