Oh we all know what this is about, our beloved Prince Rurik and his Suicidal or should i say, Heroic tendencies? Well regardless, i hate him, i hate him so very much.
If there would be one thing that should be fixed it would be the urge prince rurik has to, charge forward.
Let me give you a short debreefing of my latest mission... failed mission.
It was in the ruins of surmia. I was playing it with another human player and the rest being henchmen. The mission goes great and i notice that the prince's tendencies to dash forward and take command has been removed, and instead he follows me like a loyal puppy, as it should be.
Things work out great this way because i'm able to plan an attack and use tactics to clear out an area.
...However, puppies do bite!
Near the end of the map i killed an enemy across a ravine and he droped a most wonderfull fire wand/staff that had a realy high dmg compared to what i'm used to having/seeing this early in the game; x-11 , fire req.4.
I battled my way towards the other side, rurik following me as i want him to. Suddenly he shouted out that we should avoid contact with a certain group at all costs, why i wondered, it's the guys that's going to be smashing our heads in while we wait for you to open the bloody door at the end; and my wand was on the other side of that huge mob.
I started the attack, pulling and taking out small groups of the main force, lowering their numbers while still keeping my stupid henchmen alive. (Oh did i forget to mention that the other human player left because he found a *sh1ny purpl1z 1t4m <.<* Suddenly, prince rurik's life started to drop, i looked around and noticed that he was gone...
A huge realisation hit me, his end mission trigger got triggered so he's trying to open the huge door.... Noo you stupid *extremelely censured* prince!!
Before i could come to his rescue or reach my wand, he dies... good riddance i thought... a small price to pay to see him die in pain and aggony...
The missions ended in failure and i never got my wand.
I would love to see that unclaimed items could be claimed at the end of a mission regardless of wether it was a victory or failure.
I also want prince rurik's suicidal tendencies to be removed because you need all the control you can get when playing with the henchmen because they're just so inferior to most human players. (Yes, most, i've... met... people...)
The suicidal prince and me
Cybrosys
spiritofcat
If the other human had left, wouldn't it have been a better idea to ignore the wand and concentrate on finishing the mission andthen get the wand from the unclaimed items dialog after the mission?
Bad_Monkey6186
Good luck trying to find a soul on earth who likes that arrogant little bastard.
Cybrosys
Quote:
Originally Posted by spiritofcat
If the other human had left, wouldn't it have been a better idea to ignore the wand and concentrate on finishing the mission andthen get the wand from the unclaimed items dialog after the mission?
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FrogDevourer
Are you actually suggesting to remove Rurik's suicidal tendencies? Do you know this is very close to a heresy. Having to deal with our beloved prince is now a standard part of the GW player training.
I wonder if ANet has designed him like this just to stress our nerves or to warn us against human kamikaze players. Ever heard this in a pickup group? Don't rush ahead like Rurik. Oh boy, now that is an insult...
Anyway, I for one do not want Ruril to be changed, or I would have only one NPC left to hate in this game (hint: she burnt be to a crip a couple of months ago).
I wonder if ANet has designed him like this just to stress our nerves or to warn us against human kamikaze players. Ever heard this in a pickup group? Don't rush ahead like Rurik. Oh boy, now that is an insult...
Anyway, I for one do not want Ruril to be changed, or I would have only one NPC left to hate in this game (hint: she burnt be to a crip a couple of months ago).
Epinephrine
Hmm; as to the "you should be able to get items regarless of whether you win" comment, I disagree. After a victory, collecting the loot on the ground makes a kind of sense. After getting killed it doesn't so much. If you can't pick it up before dying you don't deserve it really - I know you made the kill, but it's generous enough that you get to keep things in your pack when you are killed.
Last night was the funniest yet - we did that mission and killed ALL the Charr before opening the drawbridge, so there was nothing there, yet Rurik announces that "We must avoid a direct confrontation with that mob" and how "We are in grave danger" and all that. Then he began ordering us around and making a big speech while we scratched out butts... checking to see if the enemy is actually there before declaring it was too dangerous might have helped , though it was much funnier with the mages stepping into their altars to fight off nothing. So since this is a suggestion thread, have a simple couple of checks done for Rurik, if no enemies are left he does a speech about how great you are, but then you hear more coming and have to fire up a slightly different cinematic; if you've knocked off a big percentage of them (leaving 8 or something for example) he takes the fight to them, then you go through the praising and new cinematic, and lastly if they are mostly there it is too dangerous etc... and leave it as it is. A few spots like that it'd be nice if the AI bothered to check a couple of details.
Last night was the funniest yet - we did that mission and killed ALL the Charr before opening the drawbridge, so there was nothing there, yet Rurik announces that "We must avoid a direct confrontation with that mob" and how "We are in grave danger" and all that. Then he began ordering us around and making a big speech while we scratched out butts... checking to see if the enemy is actually there before declaring it was too dangerous might have helped , though it was much funnier with the mages stepping into their altars to fight off nothing. So since this is a suggestion thread, have a simple couple of checks done for Rurik, if no enemies are left he does a speech about how great you are, but then you hear more coming and have to fire up a slightly different cinematic; if you've knocked off a big percentage of them (leaving 8 or something for example) he takes the fight to them, then you go through the praising and new cinematic, and lastly if they are mostly there it is too dangerous etc... and leave it as it is. A few spots like that it'd be nice if the AI bothered to check a couple of details.
madog
Quote:
Originally Posted by Bad_Monkey6186
Good luck trying to find a soul on earth who likes that arrogant little bastard.
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I like Rurik. He's got the same style of fighting as me.
Bad_Monkey6186
Quote:
Originally Posted by madog
I like Rurik. He's got the same style of fighting as me.
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You must be a blast to play with
lol, j/k
Cybrosys
Having a player restart a level just because a level designer made a design choice is a mayor level design flaw, anyone studying game design could tell you that. You have to know beforehand exactly how he's going to react in certain areas in order to complete the mission with just henchmen.
And i know you don't deserve to get the items if you lose a mission but still, it's not like we lose exp when we die so what's the big deal, they've gone 2/3 of the way so why not go all the way?
And i know you don't deserve to get the items if you lose a mission but still, it's not like we lose exp when we die so what's the big deal, they've gone 2/3 of the way so why not go all the way?
Epinephrine
Quote:
Originally Posted by Cybrosys
Having a player restart a level just because a level designer made a design choice is a mayor level design flaw, anyone studying game design could tell you that. You have to know beforehand exactly how he's going to react in certain areas in order to complete the mission with just henchmen.
And i know you don't deserve to get the items if you lose a mission but still, it's not like we lose exp when we die so what's the big deal, they've gone 2/3 of the way so why not go all the way? |
You hadn't figured out by then that he WILL rush ahead? It's pretty obvious! He does it all the way there, and he TELLS you he's doing it in his dialogue! And you call it a design flaw? You have to restart because you let Rurik die, not because of a flaw. He died because you didn't protect him - the goal of the entire mission! You didn't protect him because you decided to ignore him to go get loot. You therefore made your own ending, not the level designer. Lol, if you can't read the mission goal and figure out Rurik's incredibly complex AI (run, kill, run, kill) that's your fault, and preaching about level design won't save you I'm not trying to start a fight or be insulting, but look at his behaviour and dialogue, he says he's going to go around, he tells you to follow him, you don't. How is that a flaw? You have to obey HIM, he's the prince. He doesn't have to stick around to engage the group the way YOU want to.