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Mission NPC Indicator
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Systemic Anomaly

Joined: Aug 27, 2005
Messages: 8674
Location: Lost in Translation.
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I'm guessing the other topic got locked for necro. Here was me thinking that bumping topics was better than making the same one twice SMILEY

Anyways, Is there any way we could have some kind of indicator, similar to the one of another team member, that tracks NPC's that you need to make follow you out of a mission zone to another zone.

If we could have like a blue dynamic indicator on the mission map for friendly NPC's you have to make follow you and a red one for your enemies then we could track them too so that if they go walk about and leave the mission area they can be found.



Jacked Out

Joined: Nov 11, 2005
Messages: 409
Location: Atlanta, GA
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I'd rather the escort missions be done away with.

That or have it set to whenever you use an elevator / open mission door they teleport to you.  Doubt it would be THAT hard to do since they already path with you anyways, but then again I know nothing about coding.


Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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KanoR wrote:
I'd rather the escort missions be done away with.
This is not only a problem for regular NPCs, but also for the Proxy and Daemon users. Implementing such a rather simple indicator would help alot with the use of allied AI.



Jacked Out

Joined: May 27, 2008
Messages: 1519
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KanoR wrote:
I'd rather the escort missions be done away with.

I was just thinking that today. Escort missions are just to much of a pain Im not sure how killing level 8s so a level 1 doesnt die translates to fun gameplay but oh well.

I actually do like the DUN DUN DUN! plot twists though that go with some of the missions but escorting just slows em down.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1333
Location: Vector - Hostile
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Oh god yes please. I've always thought something like this was needed and just never posted about it myself. Nothing more annoying than making an npc follow you and then realise you lost it somewhere...



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Would be extremely helpful imo
 
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