Nope not the same at all but nice try though. I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something. In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that?
Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
SWTOR is a single player pay to play mmo so they city are pretty much just a quick quest visit place, a bad design. Look at Aion u can only craft at the city do auction at the city, ppl place vendor at the city, buy skills at the city so its makes alot of diff.
The concept of SWTOR and GW2 city ambiance is very similar. (we can pull hairs all day on the differences). They both have roaming and static NPCs that utilize voice acting for flavor. The difference between the two is their aesthetics and that's all opinion based.
Edit: And I much prefer GW2 over SWTOR. It is my opinion that GW2 excels in city atmosphere.
The world in SWTOR was about as dry as it possibly could be. Not just NPCs standing around and talking (all five of them), but the atmosphere as a whole was so dead and sterile that I was never once immersed in the gameplay. The cities and outposts are the worst.
It's not just about NPC walking and talking. It's the total package. The reason the boring NPCs stood out in TOR was because the rest of the game world was even worse, IMO.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
Originally posted by Distopia After watching the city preview videos, I have to question something that was said a lot during the TOR WARS, many tried comparing GW2 to TOR cities saying there were too many static bystanders just standing around in TOR, and GW2 would be different. I'm not seeing it, looks roughly the same, a handful of moving NPCs with most just standing around. Is there something I am missing? (Lets discuss the question and not discuss me please)..
I already bought the game so nobody can say im a hater thank you.
Now on topic ive seen this npc statue problem also in videos and i think your not far off, some are littlebit dynamic and some are waxmuseum statue's but most are just fillers statue's. Im not realy bothered with that im not someone who hangout alot in citys ill pass by, It would be nice if they all move around and dynamicly have there own lifes and talk emote or whatever but im affraid where not there yet. In couple of years maybe not now.
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77 CPU:Intell Icore7 3770k GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now)) MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB PSU:Corsair AX1200i OS:Windows 10 64bit
Most NPCs are scripted and there are heaps of people walking around town, including children. The only static people tend to be vendors. Also, they dont just walk around town, they have their own conversations and do other activities.
I personally dont need city ambience (I prefer the company of other players anyway), but the attention to detail in the world and its inhabitants was the first thing that jumped out at me with GW2.
Did you watch the video's? While there may be 3-4 things moving on screen there are 50 things just standing, TOR was no different than that.
TOR they weren't just standing there... they were frozen in place in mid-animation. It's like walking through a snapshot. GW2 is full of conversation, plenty of active NPCs about, even the ones that are stationary are talking about something. You can greet them all, they exist.
GW2 Feels alive, Swtor does not. It's that simple, but because it's that simple it's not something anyone will convince you of until you play it to see. We all know you will play it, so there is no need to attempt to convince you now, because time will prove us right.
There is ample movement in general in the cities in Gw2, not just down to the NPC's but the very ambiance of the cityscape itself feels alive and brisk with movement. The stationary npcs may be stood in the same spot but they're far from dead, they talk and interact kinetically waving their arms and gesturing to whomever they're talking to.
When you eventually get to jump in and you run about, even if you're the only actual player running around the city, it won't feel like it. That's what is important, it doesn't feel like an NPC city. It doesn't feel like you're in some placeholder cardboard cutout. People are talking all around you, the ambient sounds are incredibly rich, kids running through the streets playfully laughing. People in bars are arguing over silly things, haha.
Again though, back on point. Like someone earlier said, it's like night and day. Not just with Swtor ofc, with every current game. Game period. There is incredible detail in Guild Wars 2
I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something.
In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that? Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You're talking about ambience, that's not the subject I brought up, as I agree in this sense GW2 is a tad different (seemingly). I'm referring to the simple fact that there were a lot of people saying that GW2 woukld not have these NPC's just standing around statically like I'm seeing. TOR didn't have little kids running around, it did have kids in it though. I'm referring to the number of moving NPC's compared to the amount of stationary, which I really see no difference.
Yes, ambience is exactly the topic you've brought up here, cause that's what these NPCs are there for. Note that the NPCs in TOR come in 2 different flavours, and the complaints are specifically about the "filler NPCs". Bioware actually designed them specifically so they can be phased in and out depending on player density, which in theory isn't a bad idea. The downside of that is that they are completyely static and non-interactive.
The NPCs in GW2 can actually be targeted and talked to, even hough they don't have much to say. The difference is subtle, but noticable for a player who cares about such things.
If you want to count them, be my guest, just know that you're completely missing the point if you think this was only about the numbers.
The concept of SWTOR and GW2 city ambiance is very similar. (we can pull hairs all day on the differences). They both have roaming and static NPCs that utilize voice acting for flavor. The difference between the two is their aesthetics and that's all opinion based.
Edit: And I much prefer GW2 over SWTOR. It is my opinion that GW2 excels in city atmosphere.
The world in SWTOR was about as dry as it possibly could be. Not just NPCs standing around and talking (all five of them), but the atmosphere as a whole was so dead and sterile that I was never once immersed in the gameplay. The cities and outposts are the worst.
It's not just about NPC walking and talking. It's the total package. The reason the boring NPCs stood out in TOR was because the rest of the game world was even worse, IMO.
/FACEPALM
I agree. As I said only their CONCEPT was similiar. It is also my opinion that SWTOR's city life is void of life and immersion and GW2 executes the concept better.
I swear...people like to really look for arguement triggers even where none can be found.
Most NPCs are scripted and there are heaps of people walking around town, including children. The only static people tend to be vendors. Also, they dont just walk around town, they have their own conversations and do other activities.
I personally dont need city ambience (I prefer the company of other players anyway), but the attention to detail in the world and its inhabitants was the first thing that jumped out at me with GW2.
Did you watch the video's? While there may be 3-4 things moving on screen there are 50 things just standing, TOR was no different than that.
TOR they weren't just standing there... they were frozen in place in mid-animation. It's like walking through a snapshot. GW2 is full of conversation, plenty of active NPCs about, even the ones that are stationary are talking about something. You can greet them all, they exist.
Not true at all, many were standing in groups looking as though conversating, others doing tasks such as working on speeders, terminals, reading data pads, etc..
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have purposefully not seen any town footage myself so i have no thoughts on the matter of mine own but i do remember from a gamebreaker podcast, mikeb expressing his excitement with the sounds and chit-chatter in the towns and how it breed a sense of life into the npcs and the environment. But i think we can be fairly certain of the fact that there will be static npcs serving as ornament rather than anything else really - i doubt every npc will be scripted.
However, i'd like to add to your topic on the criticism of the static nature of SWTOR which did not only extent to the cities but to the general feel of the game. In SWTOR mobs rarely moved and the zones had a sterile feel to it in my opinion and made me feel detached from the world. That is definitely not something i recognize as being present in GW2, having seen plenty of footage.
I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something.
In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that? Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
They just don't like you pointing out a potential negative about their game. They *know* it will be perfect in every way, so your argument can't possibly hold any merit...
For the record, I see what you're talking about in the videos. Looks very similar to TOR in regards to the motion (or lack thereof) of the NPCs.
I have purposefully not seen any town footage myself so i have no thoughts on the matter of mine own but i do remember from a gamebreaker podcast, mikeb expressing his excitement with the sounds and chit-chatter in the towns and how it breed a sense of life into the npcs and the environment. But i think we can be fairly certain of the fact that there will be static npcs serving as ornament rather than anything else really - i doubt every npc will be scripted.
However, i'd like to add to your topic on the criticism of the static nature of SWTOR which did not only extent to the cities but to the general feel of the game. In SWTOR mobs rarely moved and the zones had a sterile feel to it in my opinion and made me feel detached from the world. That is definitely not something i recognize as being present in GW2, having seen plenty of footage.
Yes, yes, and yes...but it is a fact that their concepts are similiar. As I said, in my opinion (though it is also my opinion that it should be just a simple fact) GW2 executes the concept better...much better...so very much better.
I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something.
In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that? Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
They just don't like you pointing out a potential negative about their game. They *know* it will be perfect in every way, so your argument can't possibly hold any merit...
For the record, I see what you're talking about in the videos. Looks very similar to TOR in regards to the motion (or lack thereof) of the NPCs.
No, they don't like people intentionally misrepresenting things in the game just for the sake of stirring up controversy
In SWTOR you have in cities, static NPC's, all with functions mostly, vendors etc, but everything is quite static.
Most of them are generated by your own PC, meaning that you might be seeing NPC's that you can't even click on that ur PC is populating the area depending on how many players are around.
These NPC's are static, they do not move, and more often than not can't even click them, they are cardboards.
In the open world of SWTOR mobs have static positions, they barelly move, and maybe you have 1 patrol every blue moon, or a robbot walking back and forth.
There are no critters in the game whatsoever, not that this is a deal breaker but it adds to ambiance and player immersion. Specially when you put it all together, SWTOR just feels like a lifeless world.
Now GW2, I played GW2, doesnt matter if this was from beta or from conventions atm, but take a look at my location on my profile and know that I haven't left the country in the last year, with exception for NY and brazil and try to tell where I played GW2.
The cities not only feel massive but also immersive, they have children running around, u can pass by any NPC and talk to them, press F whenever you aprouch them and "Greet" them and they'll greet u back, the NPC's chat to each other, varied enough that I never heard a line being used twice, either that or I was so immersed in the game that I didnt notice them.
You have NPC's going about their lives, can enter many houses in the city, and there are no NPC's that are just static in one position and you can't click.
Sure some stand about having one liners or talking to other NPC's that aprouch them, but you can always greet them or whatever.
Now the Open World, you have critters all around, normal mobs like deers, stags, etc that you can kill.
Mobs are not static at all, they are always moving around, you literally get invasions of centaurs or whatever rampaging thro some area and moving in groups. Its incredibly immersive.
Yes, ambience is exactly the topic you've brought up here, cause that's what these NPCs are there for. Note that the NPCs in TOR come in 2 different flavours, and the complaints are specifically about the "filler NPCs". Bioware actually designed them specifically so they can be phased in and out depending on player density, which in theory isn't a bad idea. The downside of that is that they are completyely static and non-interactive.
The NPCs in GW2 can actually be targeted and talked to, even hough they don't have much to say. The difference is subtle, but noticable for a player who cares about such things.
If you want to count them, be my guest, just know that you're completely missing the point if you think this was only about the numbers.
I was trying to talk to a specfic feature of that ambience (NPC movement), and toward complaints that NPCs stand there forever, never moving. Not about the overall effect of that ambience.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Nope not the same at all but nice try though. I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something. In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that? Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
It comes from you asking me if i played swtor,why would you ask that after reading my reply to your first thread,i would think it would be obvious.Put it this way,gw2 has far more npc moving about than swtor ever did,that game was as static as you can get.On top of that most npc were dead,they done nothing at all.Swtor or loses big time compared to GW2
Yes, there are people standing around. There are also children running, and people conversing about a variety of topics, and guards doing patrols, and vendors trying to attract you to their stalls, and people drinking, and of course other players. I'm not sure how truly "alive" you can make an MMO city feel, but it's closer than SWTOR and certainly closer than WoW. For what it's worth, the world itself is also much more "alive". There are harpies attacking cattle, wolves hunting deer, bunnies hopping around, and, of course, multiple chaining dynamic events at multiple locations. Events that are happening whether you are there or not, all the things that one would expect if one were to venture out into the wild.
Ugh that's just blind hatred. I don't even play WoW anymore but saying 'closer than SWTOR and certainly closer than WoW' is a stretch. WoW had it's faults but not having a city that was 'alive' was not the case in the least. Not even freaking close. WoW had everything you just said. Animals attacking animlas, patrols, npcs chatting. Heck, they have freaking orphans running around and some npc's children playing around chasing each other wanting their little dolly back. So stop with the exaggeration and hatred. It lends nothing to the topic at all.
I was trying to talk to a specfic feature of that ambience (NPC movement), and toward complaints that NPCs stand there forever, never moving. Not about the overall effect of that ambience.
Then you are oversimplifying the issue quite a bit.
I have been round Divinitys Reach and their are plenty of moving npc but the biggest thing of all is when you click on an npc every single one of them says something.
In clone wars with voices most npc stood around doing sign language,you could'nt even click on them.
Did you play TOR?
Lol..after what i have just written in my post,do you really need to ask me that? Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
They just don't like you pointing out a potential negative about their game. They *know* it will be perfect in every way, so your argument can't possibly hold any merit...
For the record, I see what you're talking about in the videos. Looks very similar to TOR in regards to the motion (or lack thereof) of the NPCs.
No, they don't like people intentionally misrepresenting things in the game just for the sake of stirring up controversy
The moment people bring up anything that doesn't sit well with GW2 fans own preception of how they look at the game, OP is immediately blamed as 'misinforminated', 'trying to stir up controvery', 'troll' or a 'hater'. Whats new? lol
Well i certainly felt the city was more alive in GW2 than SWTOR, but your taking the worst example SWTOR and comparing it to a unreleased example GW2.
Regardless SWTOR never had random discussions happening while you walked by NPCs, SWTOR does not have nearly the amount of mobile NPCs as GW2, you also have to remember we are only able to compare this with a few videos vs. actual game play.
To really get a serious view of cities and there life/or lack of life i think someone would need to find a large area with a large NPC population and just sit in one spot for 2-3 minutes, some of those mobile NPCs might be on a timed event.
Anyhow i better representation was MikeB's (gamebreaker) city previews, he even points out the ambient NPC interactions.
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
Like I said, pretty much all the NPCs who arent merchants or vendors move. They dont all move constantly, but they do move. There is a family of Norn you encounter in a settlement, the kids are standing around chatting, then one spots a bug and asks her dad if she can borrow his sword. She then proceeds to actually pick up the sword and run to the wall and squash the bug.
Thats the reason why people are saying that GW2 has better ambiance and NPC depth than SWTOR.
In SWTOR I cant remember a single NPC that both moved and interacted. They were either standing around and running a dialogue loop every few minutes while remaining perfectly still, or walking around doing guard duty, never both. In fact, I barely remember anything about the game world itself at all, it was very forgetable.
Lets face it, everything in the world outside of the cutscenes or dungeons was a snoozefest. And thats why people are bringing it up. Dont get me wrong, I didnt mind SWTOR, its a perfectly acceptable combat based MMO, but lets not pretend its something that it isnt. If I didnt know them from the movies and existing games already I would probably not even remember half the planets.
Comments
Did you play TOR?
Instead of trying to counter my post the only thing you can come up with is: did you play SWTOR..
SWTOR is a single player pay to play mmo so they city are pretty much just a quick quest visit place, a bad design. Look at Aion u can only craft at the city do auction at the city, ppl place vendor at the city, buy skills at the city so its makes alot of diff.
The world in SWTOR was about as dry as it possibly could be. Not just NPCs standing around and talking (all five of them), but the atmosphere as a whole was so dead and sterile that I was never once immersed in the gameplay. The cities and outposts are the worst.
It's not just about NPC walking and talking. It's the total package. The reason the boring NPCs stood out in TOR was because the rest of the game world was even worse, IMO.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
Again if you have something to add I'm all ears, if not? Why post at all? This isn't a dig at gw2 it's a dig at those speaking nonsense.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I already bought the game so nobody can say im a hater thank you.
Now on topic ive seen this npc statue problem also in videos and i think your not far off, some are littlebit dynamic and some are waxmuseum statue's but most are just fillers statue's. Im not realy bothered with that im not someone who hangout alot in citys ill pass by, It would be nice if they all move around and dynamicly have there own lifes and talk emote or whatever but im affraid where not there yet. In couple of years maybe not now.
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
TOR they weren't just standing there... they were frozen in place in mid-animation. It's like walking through a snapshot. GW2 is full of conversation, plenty of active NPCs about, even the ones that are stationary are talking about something. You can greet them all, they exist.
Oderint, dum metuant.
GW2 Feels alive, Swtor does not. It's that simple, but because it's that simple it's not something anyone will convince you of until you play it to see. We all know you will play it, so there is no need to attempt to convince you now, because time will prove us right.
There is ample movement in general in the cities in Gw2, not just down to the NPC's but the very ambiance of the cityscape itself feels alive and brisk with movement. The stationary npcs may be stood in the same spot but they're far from dead, they talk and interact kinetically waving their arms and gesturing to whomever they're talking to.
When you eventually get to jump in and you run about, even if you're the only actual player running around the city, it won't feel like it. That's what is important, it doesn't feel like an NPC city. It doesn't feel like you're in some placeholder cardboard cutout. People are talking all around you, the ambient sounds are incredibly rich, kids running through the streets playfully laughing. People in bars are arguing over silly things, haha.
Again though, back on point. Like someone earlier said, it's like night and day. Not just with Swtor ofc, with every current game. Game period. There is incredible detail in Guild Wars 2
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yes, ambience is exactly the topic you've brought up here, cause that's what these NPCs are there for. Note that the NPCs in TOR come in 2 different flavours, and the complaints are specifically about the "filler NPCs". Bioware actually designed them specifically so they can be phased in and out depending on player density, which in theory isn't a bad idea. The downside of that is that they are completyely static and non-interactive.
The NPCs in GW2 can actually be targeted and talked to, even hough they don't have much to say. The difference is subtle, but noticable for a player who cares about such things.
If you want to count them, be my guest, just know that you're completely missing the point if you think this was only about the numbers.
/FACEPALM
I agree. As I said only their CONCEPT was similiar. It is also my opinion that SWTOR's city life is void of life and immersion and GW2 executes the concept better.
I swear...people like to really look for arguement triggers even where none can be found.
Not true at all, many were standing in groups looking as though conversating, others doing tasks such as working on speeders, terminals, reading data pads, etc..
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I have purposefully not seen any town footage myself so i have no thoughts on the matter of mine own but i do remember from a gamebreaker podcast, mikeb expressing his excitement with the sounds and chit-chatter in the towns and how it breed a sense of life into the npcs and the environment. But i think we can be fairly certain of the fact that there will be static npcs serving as ornament rather than anything else really - i doubt every npc will be scripted.
However, i'd like to add to your topic on the criticism of the static nature of SWTOR which did not only extent to the cities but to the general feel of the game. In SWTOR mobs rarely moved and the zones had a sterile feel to it in my opinion and made me feel detached from the world. That is definitely not something i recognize as being present in GW2, having seen plenty of footage.
* Waves at Pushkina *
They just don't like you pointing out a potential negative about their game. They *know* it will be perfect in every way, so your argument can't possibly hold any merit...
For the record, I see what you're talking about in the videos. Looks very similar to TOR in regards to the motion (or lack thereof) of the NPCs.
Yes, yes, and yes...but it is a fact that their concepts are similiar. As I said, in my opinion (though it is also my opinion that it should be just a simple fact) GW2 executes the concept better...much better...so very much better.
No, they don't like people intentionally misrepresenting things in the game just for the sake of stirring up controversy
Did you actually play SWTOR? You're comparing 6 massive cities to SWTOR's imperial fleet?[mod edit]
Even calling the imperial fleet a city is a stretch.
I guess I can elaborate a bit.
Lets compare SWTOR static world to GW2.
In SWTOR you have in cities, static NPC's, all with functions mostly, vendors etc, but everything is quite static.
Most of them are generated by your own PC, meaning that you might be seeing NPC's that you can't even click on that ur PC is populating the area depending on how many players are around.
These NPC's are static, they do not move, and more often than not can't even click them, they are cardboards.
In the open world of SWTOR mobs have static positions, they barelly move, and maybe you have 1 patrol every blue moon, or a robbot walking back and forth.
There are no critters in the game whatsoever, not that this is a deal breaker but it adds to ambiance and player immersion. Specially when you put it all together, SWTOR just feels like a lifeless world.
http://www.youtube.com/watch?v=u3Rrk6lgi24
eg. above.
Now GW2, I played GW2, doesnt matter if this was from beta or from conventions atm, but take a look at my location on my profile and know that I haven't left the country in the last year, with exception for NY and brazil and try to tell where I played GW2.
The cities not only feel massive but also immersive, they have children running around, u can pass by any NPC and talk to them, press F whenever you aprouch them and "Greet" them and they'll greet u back, the NPC's chat to each other, varied enough that I never heard a line being used twice, either that or I was so immersed in the game that I didnt notice them.
You have NPC's going about their lives, can enter many houses in the city, and there are no NPC's that are just static in one position and you can't click.
Sure some stand about having one liners or talking to other NPC's that aprouch them, but you can always greet them or whatever.
Now the Open World, you have critters all around, normal mobs like deers, stags, etc that you can kill.
Mobs are not static at all, they are always moving around, you literally get invasions of centaurs or whatever rampaging thro some area and moving in groups. Its incredibly immersive.
http://www.youtube.com/watch?v=u3Rrk6lgi24
Feel free to dispute anything I said, if u can
"I am not a robot. I am a unicorn."
I was trying to talk to a specfic feature of that ambience (NPC movement), and toward complaints that NPCs stand there forever, never moving. Not about the overall effect of that ambience.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
http://www.youtube.com/watch?v=GjLmknda6_Q
I'll leave this here.
Did you play TOR?
I'm not talking about chatting, thats' irrelevant, I asked about moving NPC's which many people said was going to be different in GW2? Where did that come from? Do I really need to go link some of those threads? Or are you just being factitious?
Ugh that's just blind hatred. I don't even play WoW anymore but saying 'closer than SWTOR and certainly closer than WoW' is a stretch. WoW had it's faults but not having a city that was 'alive' was not the case in the least. Not even freaking close. WoW had everything you just said. Animals attacking animlas, patrols, npcs chatting. Heck, they have freaking orphans running around and some npc's children playing around chasing each other wanting their little dolly back. So stop with the exaggeration and hatred. It lends nothing to the topic at all.
Then you are oversimplifying the issue quite a bit.
The moment people bring up anything that doesn't sit well with GW2 fans own preception of how they look at the game, OP is immediately blamed as 'misinforminated', 'trying to stir up controvery', 'troll' or a 'hater'. Whats new? lol
Well i certainly felt the city was more alive in GW2 than SWTOR, but your taking the worst example SWTOR and comparing it to a unreleased example GW2.
Regardless SWTOR never had random discussions happening while you walked by NPCs, SWTOR does not have nearly the amount of mobile NPCs as GW2, you also have to remember we are only able to compare this with a few videos vs. actual game play.
To really get a serious view of cities and there life/or lack of life i think someone would need to find a large area with a large NPC population and just sit in one spot for 2-3 minutes, some of those mobile NPCs might be on a timed event.
Anyhow i better representation was MikeB's (gamebreaker) city previews, he even points out the ambient NPC interactions.
Lolipops !
Like I said, pretty much all the NPCs who arent merchants or vendors move. They dont all move constantly, but they do move. There is a family of Norn you encounter in a settlement, the kids are standing around chatting, then one spots a bug and asks her dad if she can borrow his sword. She then proceeds to actually pick up the sword and run to the wall and squash the bug.
Thats the reason why people are saying that GW2 has better ambiance and NPC depth than SWTOR.
In SWTOR I cant remember a single NPC that both moved and interacted. They were either standing around and running a dialogue loop every few minutes while remaining perfectly still, or walking around doing guard duty, never both. In fact, I barely remember anything about the game world itself at all, it was very forgetable.
Lets face it, everything in the world outside of the cutscenes or dungeons was a snoozefest. And thats why people are bringing it up. Dont get me wrong, I didnt mind SWTOR, its a perfectly acceptable combat based MMO, but lets not pretend its something that it isnt. If I didnt know them from the movies and existing games already I would probably not even remember half the planets.