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Friendly Encounters and Campaign question.

dustwiperdustwiper Member Posts: 38 Arc User
edited September 2013 in The Foundry
Is there anyway to have friendly encounters not bunch up when they run after you and stand still? Gave each encounter something to do when they're idle, but if they're bunch together it kinda pointless.

Also when you link quests through a campaign can you used past objectives in the quests prior to trigger a npc in the current quest? Do quest related items carry over to the next quest? Pretty much want to make a main story line , but also have side quests that people might earn by exploring the whole map.
Post edited by dustwiper on

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  • boomba66boomba66 Member Posts: 221 Bounty Hunter
    edited September 2013
    dustwiper wrote: »
    Is there anyway to have friendly encounters not bunch up when they run after you and stand still? Gave each encounter something to do when they're idle, but if they're bunch together it kinda pointless.

    Also when you link quests through a campaign can you used past objectives in the quests prior to trigger a npc in the current quest? Do quest related items carry over to the next quest? Pretty much want to make a main story line , but also have side quests that people might earn by exploring the whole map.

    You can change there following speed, but it doesn't always work and they still eventually bunch up. If they are all guards from the same encounter they will not bunch up. If you take a NPC and make him the friendly cleric and another and make him the friendly fighter and they are follows they will bunch until the fights.

    You cannot carry decisions through the campaign. The one workaround I have found is using dialogue to make choices from a previous map or module count in the current one being played. We did ask for this to be changed on the next foundry update they said we had great suggestions and they would look into it.

    For now just be creative with your dialogue and that will usually work.
    [SIGPIC][/SIGPIC]
  • celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited September 2013
    Only way is to use a group of guards and not individual encounters. They don't keep track of individuals and all the encounters seem to follow the same path. The groups however seem to have better spacing and track position to the player better.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited September 2013
    boomba66 wrote: »
    You can change there following speed, but it doesn't always work ...

    It never works. Patrol speed is fixed at 7.5fps no matter how the field is set.
    Enter a bug report for it and it might get fixed in 2015
  • dustwiperdustwiper Member Posts: 38 Arc User
    edited September 2013
    Is there at least a way to have optional objectives?
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