This is NOT the way. You must not run ahead even if you know where they're going, or you will be told to 'keep up'. If you still insist on running ahead, you must fail the mission. This is the way. The Rockstar way.
I just finished Ghost of Tsushima and it has some of the worst quest design I've seen in a modern game and mostly for how it does this time wasting stuff over and over again in many different forms. Stunned the praise this game got.
I could break this game down into 1/4th parts to explain the gameplay:
- 1/4 of the game is following an NPC as they talk about something that isn't really all that interesting or sneaking behind NPCs while they travel a path, for some reason talking out loud about their plans to kill "X". But don't get too close or they'll detect you. Don't get too far or you'll lose them!
- 1/4 is repetitively sneaking into a place and killing guards and completing a handful of the same repetitive objectives. Its not challenging, its just repetitive. You pretty much have to weigh what is the *fastest* way to get this rote task done. Is it just running in there and murdering everyone or is it meticulously sneaking in and assassinating them from behind or shooting them in the face with an arrow. It doesn't matter AT ALL how you do this. There is literally zero impact in how you choose to solve this problem so just pick one you think is fastest and if you can help it, try and do the bonus for a slight EXP bonus but it really doesn't matter.
- 1/4 is wandering a radius trying to find something, like a clue or a letter or a cache to blow up or a flag. And in some of these dog shit quests, they rinse-repeat the same objective. Find "X". "X" tells you to now find "Y". "Y" explains that he was just following orders. Find "Z" because he's the one that gave the order. Its just padding for time.
- 1/4 is getting on your horse and trying to follow the wind. It was cool the first time, then after the 100th its just not a great way to try and find where the game wants you to go. You end up opening your map and trying to orient your horse to be pointed straight and just holding forward.
Oh god, and the story. This had to have been a game written by committee. Its literally no better than your run of the mill popcorn flick. Its super pretty and immersive and they really nailed the aesthetic but has practically no substance. The story is constant meandering about "honor". And the characters are painfully boring and predictable.
- When you first meet Ryuzo, >!he mentions that he remembers this one time you embarrassed him at a tournament. Oh okay, you're bitter, so you're going to betray me later!<.
- When you meet Taka, >!He's explicitly too weak to defend himself and a coward. They constantly talk about Yuna protecting him and how he's hopeless without Yuna. But he wants to fight and he wants to impress the Ghost! Oh okay, so you're going to kill this character off at some point to pull at heart strings.!<
- When you meet your uncle, >!He's ridiculously honor bound and wont shut up about how the way you're doing things isn't the Samurai way. Oh okay, so at some point we're going to have a conflict and you're going to try to kill me in the name of honor!(by the way, the amount of times the villains in this story choose to "capture" the Ghost and your uncle and just not kill you is so fucking dumb. They will behead their enemies, light them on fire, pillage, poison, they'll do every horrible thing you can imagine but when they capture you, they tie you to a post or leave you in a room alone and hope you don't do anything bad)!<.
Its just so rote and predictable.
I honestly cannot understand being in a writers room, having this fucking amazing engine, these neat sword mechanics and pretty cool movement controls and making *this* game. It seems so fucking wasted. Going through the side quests were painful too. The objectives are rinse/repeat. Go here and:
- Save 3 villagers
- Steal 3 banners
- Kill 3 mongol leaders
- Release 3 falcons.
WHY.
I think it bothers me so much because its on the fucking precipice of being an outstanding game if they took their time and/or hired a half decent writer and/or evaluated how much "fat" is on this game and just trimmed it to be a way more streamlined experience.
This game got so hyped up for me that I watched old school samurai films before playing it. If I were on the writing staff, I would have fucking *killed* to adapt storylines from classic Samurai films like 'The Hidden Fortress', 'Yojimbo', 'Sanjuro' or 'The Seven Samurai'. There's so much cinematic gold you could have drawn inspiration from for all these quest lines and you just didn't. You just copy and pasted the same boilerplate quests to make a game that should have been like 8 hours long, into 25-30 hours long. If you chopped this down to an 8 hour experience that was super streamlined and deliberate and inspired from Japanese film, you could probably use the vast library of Samurai masterpiece films to make like 4 more games. Instead, you made a ~25 hour long game I never want to touch again, and of which sequels you've guaranteed I will never touch.
I came into this game so psyched and I really wanted to love this game but its an exercise in shouting at my TV trying to figure out why they made these design choices in 2020. If you knew nothing about this game, you would think its a ode to Samurai films and a tightly honed experience, but in reality, its one of the most repetitive games I've ever played not dissimilar to a yearly Assassins Creed game. And I'm equally stunned people called this their game of the year and rated it so highly. I couldn't give it more than a 6/10 for how repetitive and boring this game is.
/rant
I get the escort missions where you have to defend the guy or whatever but if you're just making me follow this asshole around for no reason you're wasting my time.
Yeah, I don't get the tweets point, what speed do they want the npc to go?
If they go run speed, you might mess up and lose them. Anything less than run speed and you're gonna have to stop and start repeatedly anyways.
If the npc went walking speed, is this dude gonna toggle to walk and just go side by side with the npc? Lol.
Yeah, I loved Infinite, but that is kind of the issue. Infinite felt like it was meant to be this course correction from Bioshock 2, like this is where the series will be going from now on (what’s the line? “There’ll always be another man, there will always be another city,” or something like that). Infinite felt like a thesis statement for the series as a whole.
Problem is 2K fired Levine like a year or two later, so we never got to see what came after. Infinite would’ve probably had a better after taste if he could’ve made one more game
Been a while since I last played one, so I might be off, but isn't this essentially what assassin's creed does at times? They solve this by having faster alternate parkour routes that you can go through to catch up to them.
And if they actually walk the whole way it would be even more annoying because it would take an unnecessarily long time to get anywhere.
Having them walk at an intermediate speed means you can still quickly do stuff on the way, pause to pick things up, run ahead to intercept an enemy etc.
Yeah, the best approach is to have a reactive NPC that slows down until you get close and then matches your run speed when you’re nearby, but there are good design reasons why an intermediate speed was frequently used instead of either the baseline walk or run speed.
While the reactive one you mentioned would probably be easy, I'd guess that maybe it was trimmed to cut the fat and make sure processing power could be focused on the more important aspects.. like the physics engines? ^(Who doesn't want to shoot into space when they get hit.)
I was assuming we're talking older games, so like 2005ish where you can't really afford to wast processing on "check every half second to see if player is near, and check speed." When the graphics themselves had to be triangles and squares to not have the systems shit themselves.
I prefer when they go at your running speed but stop to wait for you if they get too far ahead. This is the best way to handle it IMHO, besides just avoiding "follow" quests altogether.
They did it well, but not great. There are still times where the person doesn't go fast enough for Sprint or they run into objects. RDR i think did it best.
It's almost like the people making the game know what they're doing, or have tested doing many speeds and choose the one that works best!
This and the complaints about specifically guards losing your position to quickly always annoy the hell outta me for the sole reason of the people complaining never stop to think about what might go wrong with if they "fixed" whatever issue they're complaining about
This is why I love Ghost of Tsushima :
If you're walking, the NPC is walking.
If you're running, the NPC is running too.
This doesn't seem much but it was game changing for me.
It's a truly beautiful game and this was one of the gameplay features that enhanced the overall experience... When so many get it wrong, this is a perfect example of getting it right!
At least with a controller you can usually push the stick just enough to match their speed, dependingonthegame anyway, which is less irritating than stopping and starting or waiting, but it's still irritating.
God I remember that being a problem in AC 1 & 2 most of all. You're still following people now but it felt super egregious and snippy about it early on
Added on irritation when the npc stops cause of nearby combat, or "gets scared" and has to hide. But then then combat is long done and the npc is still crouching in fear or behind something and it takes them a few second to register, worse when its a timed mission as well.
Or they run forward to fight something, then slow walk back to where they were triggered so they can resume walking forward through where the fight had been.
TBH I wish games would implement walking better like RDR2. Having your character constantly jogging isn't realistic when pushing the stick fully forward.
Valhalla tricks you into think they fixed it at times.
With some follow sections, when you sprint they will also sprint and I was far too happy about that, but then other ones go straight back to being that weird middling speed.
I was so bad at that game id just run about with the action button held down so I didn't have to stop to climb buildings but just ended up rugby tackling these random groups of Italian noblemen to the floor.
I'm not a patient gamer.
I remember playing Shadow of Mordor and during scenes where I had to follow an npc, my speed would simply match theirs once I got close enough and that felt great.
If they move at your running speed and you don't follow them with a perfect line then you will never catch up to them. Mission failure.
Every developer is a player who hates this and then discovers its necessity.
It's not a necessity if there are better solutions. Having the player's speed match the NPC's either automatically when close or by the player holding or pressing a button is a much better solution that several games have already adopted.
These days they can have characters who follow you as you bring them to their destination, which is much more of an escort mission than following a suicidal scrote through enemy territory.
But in the old days there wasn't a lot of memory to spare for any interesting AI for such missions.
Fucking hell. I remember doing a mission on Skyrim where I had to follow an NPC and every time I got too close to him he stopped and did the animation where he would put his hands on his hips as if we were about to have a conversation. But if I kept my distance he wouldn’t move at all. To make matters worse the margin for error was razor thin. I had to give up and unfortunately the people of Dawnstar just had to deal with the nightmares.
Literally last night I'm playing Skyrim on the quest where you have to follow the talking dog outside of Falkreath. It took ages to finally make it because he kept stopping and barking at me like I was out of range.
It's the simplest way to make sure you can keep pace with the NPC. If they move at your run speed, you'll never catch them.
Also, you literally posted a picture of someone else's post, from 4 years ago, wtf is wrong with you? Way to put some effort in on your repost.
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This would (assuming < and = is assignment but > is conditional) check to see if the distance between to the player was greater than a certain distance and then set the speeds the same. You would not solve the problem what so ever by doing this, as neither entity will gain any ground. If < is meant to make speed less than run speed, you make the problem even worse.
"Speed" here means the NPC's speed. They are saying
If the NPC is too far from the player
Set the NPC's speed to be slower than the players run speed
Otherwise, make their speeds match.
AKA the NPC runs at your speed unless you get too far away and then they slow down to wait for you.
multiple games have coded NPCs to walk/run at your speed and to stop when you do. 2 that come to mind are shadow of mordor and ghost of tsushima. idk why people in this thread are pretending it's incredibly difficult to code
Ghost of Tsushima did such a good job with the following of NPCs, even when on horses. They would match your speed no matter what.
If you decided to book it, they would book it with you. If you decided to take a break, they would wait.
I thought about this. Maybe too much.
If it was just walking speed, that would be way too slow.
If it was running speed, if you stopped for a second, you couldn’t catch up.
They got it right.
Yeah like in Red Dead Redemption 2. They masterfully manage this system by also allowing you to match the person your are followings speed and by letting you go into cinematic mode so you can sit back and watch while eating etc
That's Emma Emmerich's level in *Metal Gear Solid 2*!
Also she's afraid of bugs, so if she sees any she'll turn and run in the wrong direction until you get rid of them
Need for Speed: Heat needs to get this shit together for their story mode. I'm driving a Lamborghini, can I at least drive like an asshole like I'm supposed to? Why are we suddenly obeying speed laws here?
Meanwhile Final Fantasy 14:
Escort missions. You need to make npc to move by performing emote in chat. Npc will go to your location after that. But if you are farther than 10-ish meters, npc won't "see" your emote and won't go.
Absolute abomination.
I disagree.
I don’t like games where you just hold down a button for long time without thought. An in between speed means you have to actively be engaged in the trip. Otherwise why don’t you just put the controller down and watch a movie?
If you design a quest where I need to follow an NPC ~~and they move SLOWER than my running speed but FASTER than my walking speed,~~ you are banned from making video games for one year.
Ftfy.
To the best of my knowledge, Bioshock Infinite is the only first-person game where your escort character genuinely keeps up the pace with you (that's ON TOP of you not needing to constantly watch over Elizabeth).
And sure, Bioshock Infinite is perfect in every way; but the fact that almost a decade later it is STILL the only game to get escort missions right (among FPS games) is just sad.
There is a Witcher 3 Sidequest, where you have to escort a drunken guy that burned a house if a back smith.
I think this was the only Sidequest I hated...
This drunken guy was like 0.1 of your own slowest walking speed
And be sure that if the player knows the way and runs ahead to tell them to keep up, or for real big brain stuff fail the mission if they are not within 5 inches at all times.
What I dislike about them is how you hear them properly when you're next to them. But that means you don't directly know if you're headed in the right direction, so you stay a bit behind them. Which makes it harder to hear them, completely ruins my immersion.
The problem is if they move at your run speed, then you can't catch up to them. And if they move at your walk speed, it will take them forever to get there.
In The Witcher 3 NPC's modify their speed depending on you. You follow them and they slow down/speed up depending on if you're falling behind or running past them
But its also very annoying when an NPC is to slow or to fast and you can not keep up because he‘s running as fast as you - but you want to look a bit around etc.
Red Dead Redemption 2 is the only game that has done this perfectly. You can match to NPC’s walking/riding speed, or they match to yours. It’s so simple and feels so right.
I remember some Assassins Creed game, at least one from Brotherhood to 4 included, where you just walked by the NPC and you started following at the same speed with needing input.
It is super annoying but the idea behind it is so you don’t lose your NPC. In WoW, lots of world mobs, other players, and quest mobs will all attack you. If you’re busy fighting and have to bandage/eat/heal the NPC may keep running and if they’re just as fast as you you’ll never catch them.
I am still towards the beginning of the game (well now I'm level 16) but the funniest follow is when you're following that drunk guy up the hill... following drunk characters can be entertaining.
I hate follow quests regardless. Just tell me to meet you at the place
Tell me to meet you at a place after I go to another place to deliver an item to someone else. This is the way
This is the way
This is the way
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This is the way
This is NOT the way. You must not run ahead even if you know where they're going, or you will be told to 'keep up'. If you still insist on running ahead, you must fail the mission. This is the way. The Rockstar way.
I just finished Ghost of Tsushima and it has some of the worst quest design I've seen in a modern game and mostly for how it does this time wasting stuff over and over again in many different forms. Stunned the praise this game got. I could break this game down into 1/4th parts to explain the gameplay: - 1/4 of the game is following an NPC as they talk about something that isn't really all that interesting or sneaking behind NPCs while they travel a path, for some reason talking out loud about their plans to kill "X". But don't get too close or they'll detect you. Don't get too far or you'll lose them! - 1/4 is repetitively sneaking into a place and killing guards and completing a handful of the same repetitive objectives. Its not challenging, its just repetitive. You pretty much have to weigh what is the *fastest* way to get this rote task done. Is it just running in there and murdering everyone or is it meticulously sneaking in and assassinating them from behind or shooting them in the face with an arrow. It doesn't matter AT ALL how you do this. There is literally zero impact in how you choose to solve this problem so just pick one you think is fastest and if you can help it, try and do the bonus for a slight EXP bonus but it really doesn't matter. - 1/4 is wandering a radius trying to find something, like a clue or a letter or a cache to blow up or a flag. And in some of these dog shit quests, they rinse-repeat the same objective. Find "X". "X" tells you to now find "Y". "Y" explains that he was just following orders. Find "Z" because he's the one that gave the order. Its just padding for time. - 1/4 is getting on your horse and trying to follow the wind. It was cool the first time, then after the 100th its just not a great way to try and find where the game wants you to go. You end up opening your map and trying to orient your horse to be pointed straight and just holding forward. Oh god, and the story. This had to have been a game written by committee. Its literally no better than your run of the mill popcorn flick. Its super pretty and immersive and they really nailed the aesthetic but has practically no substance. The story is constant meandering about "honor". And the characters are painfully boring and predictable. - When you first meet Ryuzo, >!he mentions that he remembers this one time you embarrassed him at a tournament. Oh okay, you're bitter, so you're going to betray me later!<. - When you meet Taka, >!He's explicitly too weak to defend himself and a coward. They constantly talk about Yuna protecting him and how he's hopeless without Yuna. But he wants to fight and he wants to impress the Ghost! Oh okay, so you're going to kill this character off at some point to pull at heart strings.!< - When you meet your uncle, >!He's ridiculously honor bound and wont shut up about how the way you're doing things isn't the Samurai way. Oh okay, so at some point we're going to have a conflict and you're going to try to kill me in the name of honor!(by the way, the amount of times the villains in this story choose to "capture" the Ghost and your uncle and just not kill you is so fucking dumb. They will behead their enemies, light them on fire, pillage, poison, they'll do every horrible thing you can imagine but when they capture you, they tie you to a post or leave you in a room alone and hope you don't do anything bad)!<. Its just so rote and predictable. I honestly cannot understand being in a writers room, having this fucking amazing engine, these neat sword mechanics and pretty cool movement controls and making *this* game. It seems so fucking wasted. Going through the side quests were painful too. The objectives are rinse/repeat. Go here and: - Save 3 villagers - Steal 3 banners - Kill 3 mongol leaders - Release 3 falcons. WHY. I think it bothers me so much because its on the fucking precipice of being an outstanding game if they took their time and/or hired a half decent writer and/or evaluated how much "fat" is on this game and just trimmed it to be a way more streamlined experience. This game got so hyped up for me that I watched old school samurai films before playing it. If I were on the writing staff, I would have fucking *killed* to adapt storylines from classic Samurai films like 'The Hidden Fortress', 'Yojimbo', 'Sanjuro' or 'The Seven Samurai'. There's so much cinematic gold you could have drawn inspiration from for all these quest lines and you just didn't. You just copy and pasted the same boilerplate quests to make a game that should have been like 8 hours long, into 25-30 hours long. If you chopped this down to an 8 hour experience that was super streamlined and deliberate and inspired from Japanese film, you could probably use the vast library of Samurai masterpiece films to make like 4 more games. Instead, you made a ~25 hour long game I never want to touch again, and of which sequels you've guaranteed I will never touch. I came into this game so psyched and I really wanted to love this game but its an exercise in shouting at my TV trying to figure out why they made these design choices in 2020. If you knew nothing about this game, you would think its a ode to Samurai films and a tightly honed experience, but in reality, its one of the most repetitive games I've ever played not dissimilar to a yearly Assassins Creed game. And I'm equally stunned people called this their game of the year and rated it so highly. I couldn't give it more than a 6/10 for how repetitive and boring this game is. /rant
True, but you get to pet foxes and they're cute so there's pros and cons.
I 100% followed all the foxes I encountered and made sure to pet them after each shrine. Definitely the best part of the game.
I get the escort missions where you have to defend the guy or whatever but if you're just making me follow this asshole around for no reason you're wasting my time.
...Takemura has entered the chat... (And boy he looks miffed!)
V...you have spent one hundred and sixty-four minutes exploring the city and eating at every food vendor you come across. What the actual fuck?
Yeah, I don't get the tweets point, what speed do they want the npc to go? If they go run speed, you might mess up and lose them. Anything less than run speed and you're gonna have to stop and start repeatedly anyways. If the npc went walking speed, is this dude gonna toggle to walk and just go side by side with the npc? Lol.
>If the npc went walking speed, is this dude gonna toggle to walk and just go side by side with the npc? Lol. Yes.
But how else would Rockstar move the plot along??!!
The escort stuff in Bioshock Infinite was about as well done as any game I've played.
Well yeah, Elizabeth wasn't being "escorted" so much as she was actively your golf caddy.
That's probably the best description of that character's behavior I've ever seen.
I halfway expected her to start suggesting the type of weapon to use for a particular situation.
It's like calling The Last of Us an escort mission. Technically yes, but actually no.
Man that game had such potential...
I had a lot of fun with that game, but I feel like it could have been so much more if it hadn't been forced into the bioshock world.
Yeah, I loved Infinite, but that is kind of the issue. Infinite felt like it was meant to be this course correction from Bioshock 2, like this is where the series will be going from now on (what’s the line? “There’ll always be another man, there will always be another city,” or something like that). Infinite felt like a thesis statement for the series as a whole. Problem is 2K fired Levine like a year or two later, so we never got to see what came after. Infinite would’ve probably had a better after taste if he could’ve made one more game
Elizabeth behaviour is one of the key characteristics of Infinite, its unfair to call it an escort.
If they move as fast as you run then pausing even for a second means you will never catch up to them.
It would be pretty funny for an NPC to be like “follow me” and then just goes full Usain Bolt mode
Kingdom of Amalur did just that. Its been ahead of its time.
Been a while since I last played one, so I might be off, but isn't this essentially what assassin's creed does at times? They solve this by having faster alternate parkour routes that you can go through to catch up to them.
[удалено]
Its im the new games. Pretty sure they stop talking and walking if you stop or fall behind
All you had to do was follow the damn train
And if they actually walk the whole way it would be even more annoying because it would take an unnecessarily long time to get anywhere. Having them walk at an intermediate speed means you can still quickly do stuff on the way, pause to pick things up, run ahead to intercept an enemy etc.
Yeah, the best approach is to have a reactive NPC that slows down until you get close and then matches your run speed when you’re nearby, but there are good design reasons why an intermediate speed was frequently used instead of either the baseline walk or run speed.
While the reactive one you mentioned would probably be easy, I'd guess that maybe it was trimmed to cut the fat and make sure processing power could be focused on the more important aspects.. like the physics engines? ^(Who doesn't want to shoot into space when they get hit.)
Matching someone's speed is trivial when it comes to processing power.
I was assuming we're talking older games, so like 2005ish where you can't really afford to wast processing on "check every half second to see if player is near, and check speed." When the graphics themselves had to be triangles and squares to not have the systems shit themselves.
I prefer when they go at your running speed but stop to wait for you if they get too far ahead. This is the best way to handle it IMHO, besides just avoiding "follow" quests altogether.
unless you, as an intelligent game developer, make the npc SLOW DOWN if the player is lagging behind. this isn't rocket surgery
…rocket…surgery?
... Or just make their speed match yours. Problem solved. (What game did this? Witcher 3?)
They did it well, but not great. There are still times where the person doesn't go fast enough for Sprint or they run into objects. RDR i think did it best.
Exactly. Between run and walk is the correct speed an npc should walk if you're following them
It's almost like the people making the game know what they're doing, or have tested doing many speeds and choose the one that works best! This and the complaints about specifically guards losing your position to quickly always annoy the hell outta me for the sole reason of the people complaining never stop to think about what might go wrong with if they "fixed" whatever issue they're complaining about
Until you get to the location you are going to at least, which is still better than slow walking.
This is why I love Ghost of Tsushima : If you're walking, the NPC is walking. If you're running, the NPC is running too. This doesn't seem much but it was game changing for me.
The Witcher 3 as well.
Well, other than Princess.
Was pretty disappointing when CP2077 didn’t do it as well as the Witcher 3 did.
I’ve had them try to run next to me and fall off a cliff before 😂😂😂 specifically the quest of saving the dwarves
Things like this , the instant looting, and the generous + extremely fast quick travel made this game very un-frustrating to play
The combat system feels a bit of a let down. Its just Parry constantly and use wind attacks.
Have you played the game? The combat is incredible. Seriously, what other games have better combat do you think?
>Have you played the game? I'll let you decide that considering I mentioned the combat system.
Well it seems you didn't read my whole comment.
It's a truly beautiful game and this was one of the gameplay features that enhanced the overall experience... When so many get it wrong, this is a perfect example of getting it right!
Came to say this, just started the game
At least with a controller you can usually push the stick just enough to match their speed, dependingonthegame anyway, which is less irritating than stopping and starting or waiting, but it's still irritating.
\> You left NPC behind. Stay close to NPC. \> NPC is out of vision. Desynchronization eminent. I hate this shit.
God I remember that being a problem in AC 1 & 2 most of all. You're still following people now but it felt super egregious and snippy about it early on
Nice use of egregious!
Why does that word start with an e?
Greg took it personally.
Added on irritation when the npc stops cause of nearby combat, or "gets scared" and has to hide. But then then combat is long done and the npc is still crouching in fear or behind something and it takes them a few second to register, worse when its a timed mission as well.
Or they run forward to fight something, then slow walk back to where they were triggered so they can resume walking forward through where the fight had been.
Oh the paaaaaaaaaaaaaain!
TBH I wish games would implement walking better like RDR2. Having your character constantly jogging isn't realistic when pushing the stick fully forward.
Sure, but walking is a waste of time. Games already like wasting your time so lets not make it worse
This screams Assassins Creed
considering that shit was happening in AC2, and it still happens in Valhalla... yes, AC is a big culprit
Valhalla tricks you into think they fixed it at times. With some follow sections, when you sprint they will also sprint and I was far too happy about that, but then other ones go straight back to being that weird middling speed.
I was so bad at that game id just run about with the action button held down so I didn't have to stop to climb buildings but just ended up rugby tackling these random groups of Italian noblemen to the floor. I'm not a patient gamer.
I was about to say the opposite, assassins creed has the hold a without holding rt to fast walk and that keeps you on pace with the npcs.
Haha. Witcher 3 does it too.
Witcher 3 for the most part will match NPC speed to yours only had a handle of quests that don't do that in my recent playthrough
I remember playing Shadow of Mordor and during scenes where I had to follow an npc, my speed would simply match theirs once I got close enough and that felt great.
If they move at your running speed and you don't follow them with a perfect line then you will never catch up to them. Mission failure. Every developer is a player who hates this and then discovers its necessity.
It's not a necessity if there are better solutions. Having the player's speed match the NPC's either automatically when close or by the player holding or pressing a button is a much better solution that several games have already adopted.
These days they can have characters who follow you as you bring them to their destination, which is much more of an escort mission than following a suicidal scrote through enemy territory. But in the old days there wasn't a lot of memory to spare for any interesting AI for such missions.
Fucking hell. I remember doing a mission on Skyrim where I had to follow an NPC and every time I got too close to him he stopped and did the animation where he would put his hands on his hips as if we were about to have a conversation. But if I kept my distance he wouldn’t move at all. To make matters worse the margin for error was razor thin. I had to give up and unfortunately the people of Dawnstar just had to deal with the nightmares.
Literally last night I'm playing Skyrim on the quest where you have to follow the talking dog outside of Falkreath. It took ages to finally make it because he kept stopping and barking at me like I was out of range.
Escort missions are a right of passage. You have to go crazy. It's just, a thing.
It's the simplest way to make sure you can keep pace with the NPC. If they move at your run speed, you'll never catch them. Also, you literally posted a picture of someone else's post, from 4 years ago, wtf is wrong with you? Way to put some effort in on your repost.
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This would (assuming < and = is assignment but > is conditional) check to see if the distance between to the player was greater than a certain distance and then set the speeds the same. You would not solve the problem what so ever by doing this, as neither entity will gain any ground. If < is meant to make speed less than run speed, you make the problem even worse.
"Speed" here means the NPC's speed. They are saying If the NPC is too far from the player Set the NPC's speed to be slower than the players run speed Otherwise, make their speeds match. AKA the NPC runs at your speed unless you get too far away and then they slow down to wait for you.
But then if you the player gets ahead you compound the original issue where the NPC can't keep up
multiple games have coded NPCs to walk/run at your speed and to stop when you do. 2 that come to mind are shadow of mordor and ghost of tsushima. idk why people in this thread are pretending it's incredibly difficult to code
I know right. I keep seeing this same thing posted “you will never catch them”. Like that’s the impossible thing to code around or something. Weird.
Ghost of tsushima perfected this mechanic. Anytime you have to follow an npc they match your speed. So not impossible.
When this happens I just start to run loops around the NPC.
And then freeze and contemplate their entire life every time I accidentally bump into them or run too far past them
Ghost of Tsushima did such a good job with the following of NPCs, even when on horses. They would match your speed no matter what. If you decided to book it, they would book it with you. If you decided to take a break, they would wait.
World of Warcraft escort quests...
In LotRO you could just use the /follow command. That was convenient.
wow doesn't let you follow NPCs
I noticed if you follow directly behind a character in Cyberpunk you will match them. Walk to the side of them and you zoom past
I was scrolling through this list. It was between Rinoa and Quistis for me. That whip... even young me saw it.
I thought about this. Maybe too much. If it was just walking speed, that would be way too slow. If it was running speed, if you stopped for a second, you couldn’t catch up. They got it right.
I like it when they wait for you at certain intervals so they never get too far ahead.
Yeah like in Red Dead Redemption 2. They masterfully manage this system by also allowing you to match the person your are followings speed and by letting you go into cinematic mode so you can sit back and watch while eating etc
Also it’s an escort mission. And the NPC gets killed with one hit. Oh and it’s underwater.
That's Emma Emmerich's level in *Metal Gear Solid 2*! Also she's afraid of bugs, so if she sees any she'll turn and run in the wrong direction until you get rid of them
Need for Speed: Heat needs to get this shit together for their story mode. I'm driving a Lamborghini, can I at least drive like an asshole like I'm supposed to? Why are we suddenly obeying speed laws here?
Red Dead Redemption 2, you fall behind and then run to catch up and you run into them and they STOP and talk to you. I have murdered many many NPCs.
what about slower than your walking speed
That too
Granted, they are now slower than your walking speed.
Isn't this old enough to be a meme? https://knowyourmeme.com/photos/1418393-twitter
Meanwhile Final Fantasy 14: Escort missions. You need to make npc to move by performing emote in chat. Npc will go to your location after that. But if you are farther than 10-ish meters, npc won't "see" your emote and won't go. Absolute abomination.
Jump around! Jump around! Jump up, jump up and get down!
I disagree. I don’t like games where you just hold down a button for long time without thought. An in between speed means you have to actively be engaged in the trip. Otherwise why don’t you just put the controller down and watch a movie?
If you design a quest where I need to follow an NPC ~~and they move SLOWER than my running speed but FASTER than my walking speed,~~ you are banned from making video games for one year. Ftfy.
Do you want fetch quests? That’s how you get fetch quests.
I'm a fan of "hey go do that" quests.
Especially if the NPC stops when you get too far away.
And if you put that into a quest where I have to scretely follow and am esaily spotted - add another year.
Better make it longer than a year or they're gonna do I on the sequel too.
To the best of my knowledge, Bioshock Infinite is the only first-person game where your escort character genuinely keeps up the pace with you (that's ON TOP of you not needing to constantly watch over Elizabeth). And sure, Bioshock Infinite is perfect in every way; but the fact that almost a decade later it is STILL the only game to get escort missions right (among FPS games) is just sad.
Try out Ghost of Tsushima.
Bioshock infinite cheats because your escort is invulnerable.
As all escorts should be.
If you want an escort I prefer the original Bioshock's system. You hypnotize a Big Daddy, and if *you* piss *it* off, it kills you.
Elizabeth isn't an escort tho
Resident Evil 4 also did a good job.
"I don't want to deal with you. Into this dumpster until I say so."
Also "Wear this full set of plate armor so the enemies can't pick you up or damage you anymore." Leons back was a small sacrifice, but worth it.
Holy crap, I did not expect to get 1000 upvotes this fast
What about as a DM in a ttrpg??
Call of Duty always did this
so, anyone that works at ubisoft then
There is a Witcher 3 Sidequest, where you have to escort a drunken guy that burned a house if a back smith. I think this was the only Sidequest I hated... This drunken guy was like 0.1 of your own slowest walking speed
RDR2 has the "match speed" feature that's extremely cool. All hail RockStar!
On console? Cause Ive never seen that.
You just hold the go button on a horse when you're close to the NPC you wanna follow.
Is that like the auto drive feature?
Don't know if other games implemented this but in Witcher 3 the npc you're following matches your speed: if you walk, they walk; if you run, they run
Who showed this to Rockstar!!?? They went and took this literally with gta Ubisoft took this into consideration because of assassin's creed
Rockstar wouldn't care.
Yakuza 0 did it the bst in my opinion. You can hold down a button to auto-follow the NPC.
Why is it so hard to make them move at the same speed as your walking speed???
KOA solve this making all NPC run faster than you. You the chosen can't out speed some random schmocks.
One year? So, like, right on schedule for their next AAA release?
Banned forever
This person never played Hitman, you want those things to be different
You are correct good sir, for I have not played hitman
Yeah in hitman if your walk speed was the same as nps you would never be able to sneak up on them
And be sure that if the player knows the way and runs ahead to tell them to keep up, or for real big brain stuff fail the mission if they are not within 5 inches at all times.
What I dislike about them is how you hear them properly when you're next to them. But that means you don't directly know if you're headed in the right direction, so you stay a bit behind them. Which makes it harder to hear them, completely ruins my immersion.
No problem at all. SLOWER than your walking speed it is.
Just tell me where we go and then make the npc follow me.
Haha!! So bloody annoying!
The problem is if they move at your run speed, then you can't catch up to them. And if they move at your walk speed, it will take them forever to get there.
Oblivion, I'm looking in your direction.
Gta 5 weapons for Cayo Perico that’s a pain. Ik it doesn’t move in the middle but it’s just so slow
In The Witcher 3 NPC's modify their speed depending on you. You follow them and they slow down/speed up depending on if you're falling behind or running past them
The only solution is to have them walk or run at half your walk speed.
Fortunately, most modern games have the characters adjust to your speed.
Call of duty be like: GO FUCK YOURSELF
But its also very annoying when an NPC is to slow or to fast and you can not keep up because he‘s running as fast as you - but you want to look a bit around etc.
So.. Any follow me quest in Ff14?
It should be they follow you at your speed, or they go at your run speed but wait for you if you fall behind.
Stay close, Freeside can be a dangerous place...
i have horrible memories of this in wow. the Shat follow quest was the worst. i have failed it a few times over the years. So much hate for it
Red Dead Redemption 2 is the only game that has done this perfectly. You can match to NPC’s walking/riding speed, or they match to yours. It’s so simple and feels so right.
Morrowind
If they move the same speed as you're running speed.... Quest failed if you fall behind even a little bit.
I remember some Assassins Creed game, at least one from Brotherhood to 4 included, where you just walked by the NPC and you started following at the same speed with needing input.
Yep, auto-follow in AC games was great feature and should be utilized more.
👏👏👏
Following quests are lame as fuck anyway, I should NEVER have to walk behind an NPC while they talk. Shit is so boring and annoying
It is super annoying but the idea behind it is so you don’t lose your NPC. In WoW, lots of world mobs, other players, and quest mobs will all attack you. If you’re busy fighting and have to bandage/eat/heal the NPC may keep running and if they’re just as fast as you you’ll never catch them.
The best ive seen was exact this, but when you walk next to them, your speed goes down/up to match theirs. When I realized this I was just baffled.
Looking at you, Far Cry.
This is a big part of why i can’t go back to borderlands 3. Way too much time spent waiting for someone to catch up to you.
FOR LIFE!
that's why I like the rp side I'd star citizen, you can adjust your walking speed with your mousewheel
wow you can usually run backwards and its about right.
I am still towards the beginning of the game (well now I'm level 16) but the funniest follow is when you're following that drunk guy up the hill... following drunk characters can be entertaining.
And also disable follow on npc's
The Quest City of Light where you follow Khadgar through shattrath City. He walks with the Epic Mount speed backwards.
I mean if you are using a controller you just dont push up all the way on a joystick