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Why are NPCs so static and lifeless in MMORPGs?

TheScavengerTheScavenger Member EpicPosts: 3,321
First, I'll get two MMOs out of the way that did this differently.

Ryzom, the animal AI is rather smart as far as MMOs go and even most singleplayer games
Tabula Rasa, the AI was incredibly intelligent, more than most singleplayer games AI is.

However, most games do it like WoW. Even sandbox games for the most part do it like WoW. Obvious AI pathing, AI that is as stupid as a test drive dummy. The NPCs are static. NPCs don't even eat or have a routine.

Look at Ultima 7, the AI in that game, even though UO7 is decades and decades old...is smarter and more lifelike than any modern AI today. The best modern AI I can think of is Skyrim, and that is only for the NPCs. The monster life and bandits in Skyrim are as stupid as what I find in WoW.

Even GW2, which does amazing immersive cities...the AI just repeats the same words over and over. They go on a little scripted, and very obvious route...over and over and over. Sure like WoW there are a few NPCs that move around, but its obvious they are on a pre-programmed path

And sure UO7 I'm sure was just as scripted. However, in Ultima 7, Ryzom and Tabula Rasa it felt/feels far more real. It isn't nearly as obvious if barely at all. 

Instead, most MMOs and many singleplayer games, the AI is as dumb and dead as a doorknob. And if the programmers do try to make them "lifelike", it isn't nearly as advanced as Ultima 7 or Tabula Rasa AI was. Heck even Ultima Online AI is stupid compared to its older version Ultima 7. Which is kinda funny really. No game today compares to how the AI was in Ultima 7, or Tabula Rasa. And no game even does what Ryzom does with its animal AI.

Its like games went back in time or just stagnated.

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Comments

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Do you really not know?  Are you just bored and looking for people to talk with you?  Seriously.

    Traditionally, NPCs have been static within the industry.  So the industry isn't going backwards.

    As to why they are static.  I have a hard time believing you don't really know.
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  • StormsoneStormsone Member UncommonPosts: 83
    Npcs are only as good as their script good programmers can make npcs act more realistically but there is limitations on how much a script can do.  Maybe when we see real ai in video games it will be better but until then were stuck with npcs being pretty stupid.
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    waynejr2 said:
    Do you really not know?  Are you just bored and looking for people to talk with you?  Seriously.

    Traditionally, NPCs have been static within the industry.  So the industry isn't going backwards.

    As to why they are static.  I have a hard time believing you don't really know.
    Yeah, traditionally, or in other words "stagnant". As in, too lazy to do anything else.

    Why then was Tabula Rasa, Ultima 7, Skyrim (well sorta, the NPCs were better than most) and Ryzom (two of those being MMORPGs) have advanced or/and lifelike AI? Why are other MMOs then held back by the lackluster AI? And most games in general?

    Traditionally is just another word for stagnant. Or developers unable to evolve the MMO or/and game genre to something better.

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  • WizardryWizardry Member LegendaryPosts: 19,332
    I have not seen any good npc scripting,ever in gaming and i go way back before even Ultima.
    The best i have ever seen was however decades ago,Wizardry was one game whereby you could use keywords to spark a response from the npc,however it wads usually met with a "i don't know how to answer that question" response.

    To make really good AI you need a lot of lines of script and this is going to bog down systems,especially when you get multiple npc's and add to that their movement scripts as well as their thoughts and spells/reactions.

    Devs are always on a timeline/budget,they are not going to go that extra mile,not even if they knew it would enhance the game tremendously,not unless the buyers market demanded it.Even then they would weigh in profits versus expenditures and might still not do it,basically saying to the gamer's,take what we give you or you get no game.

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  • FollowthislogicFollowthislogic Member UncommonPosts: 28
    Pathing is easy with Unity or unreal, a good tools programmer can save a lot of time.
  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    My question is how did Blizzard get away with stealing the names of Rush and Treble from megaman.
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    edited November 2016
    I don't know why people don't want to see better AI like Tabula Rasa did and Ryzom has. Someone in this thread even called it "whining" as the forum troll called it. No wonder other genres have far outpaced the MMO genre.

    Do people really want the MMORPG genre to be as stagnant and decaying as it is? Where they don't want to revolutionize gameplay aspects of MMOs?

    Other genres are far outpacing MMOs in terms of technological and gameplay improvements. Its why other games are seeing far more popularity than MMOs do. Outside of the stupid mobile crap.

    Even games like Ark Survival has better AI than most MMOs do.

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  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    Some NPCs need to be fairly static.  If you want to buy something from a shop or turn in a quest and the NPC has gone home for the day, that's a problem.

    There's no real reason why NPCs can't move around, but it can be trickier than you might think to do algorithmically.  See the traffic jams in Champions Online, for example.  Or see the many escort quests that are completely broken in so many games.

    If you want an NPC to be dynamic and also interact with players, that makes it harder.  What if the NPC was supposed to be moving, but you want to talk?  Does he just walk off and break the conversation unless you follow him?  Does he get off schedule and then who knows what happens?

    Dynamic text is really hard.  You can have chat trees like EverQuest II, or give an NPC several lines of dialogue and have him pick one at random.  But those are both fairly shallow sorts of variety, and if you want something more random, you likely get incoherent mad libs.
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    edited November 2016
    Quizzical said:
    Some NPCs need to be fairly static.  If you want to buy something from a shop or turn in a quest and the NPC has gone home for the day, that's a problem.

    There's no real reason why NPCs can't move around, but it can be trickier than you might think to do algorithmically.  See the traffic jams in Champions Online, for example.  Or see the many escort quests that are completely broken in so many games.

    If you want an NPC to be dynamic and also interact with players, that makes it harder.  What if the NPC was supposed to be moving, but you want to talk?  Does he just walk off and break the conversation unless you follow him?  Does he get off schedule and then who knows what happens?

    Dynamic text is really hard.  You can have chat trees like EverQuest II, or give an NPC several lines of dialogue and have him pick one at random.  But those are both fairly shallow sorts of variety, and if you want something more random, you likely get incoherent mad libs.
    Well, some NPCs do kinda need to stay where they are. Or like in Skyrim shops close at night and the NPC sleeps in bed. Most MMOs don't do a 24/7 thing like WoW does (which wouldn't work in WoW since a large majority play at night), night only tends to last an hour or whatever in a vast majority of MMOs.

    But imagine if the monster AI, the stuff you actually fight in WoW (or whatever other game) had the AI of Tabula Rasa? Not specifically the NPCs, but the actual monsters/npcs that the player fights. That game came out years ago, and no MMO has tried to copy its AI and it was pretty indepth and advanced as far as MMOs go. That make PVE way more fun and challenging, making groups more reliant, but still possible to solo for those who like that.

    Heck, no mmo has even tried copying the animal AI of Ryzom either. That is pretty advanced, and that game came out years ago.

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  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    I agree with the OP in that the vast majority of MMORPG developers have largely ignored NPC AI, and the genre has suffered for it.

    I am not asking for anything groundbreaking, but the amount of static mob camps in MMORPGs still reminds me of DAoC.  That's pretty pathetic.

    image
  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    I don't recall the npc in ryzom doing anything. The mobs yes. But the NPCS, the few there were just stood there iirc (and I may not, been a few years)
    Just because you don't like it doesn't mean it is bad.
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    I don't recall the npc in ryzom doing anything. The mobs yes. But the NPCS, the few there were just stood there iirc (and I may not, been a few years)
    Well, the NPCs were pretty lifeless. But the rest of the animal and alien wildlife had pretty intelligent scripted AI. I mean its all just scripted AI, not AI that behaves like a person. That is way too much to ask. That is not technology that is available, I highly doubt anyway or there'd be games that use it. But it does way better animal/creature AI than most MMOs do.

     And Tabula Rasa was a whole nother level of good AI. Tabula rasa npcs were pretty lifeless if I recall, but the actual AI of the aliens was pretty damn good. It felt like playing a singleplayer/co-op multiplayer FPS game, with how good the AI was.

    Of course, right now, games are not anywhere near the level of human level AI. That is probably far in the future, and maybe even past our time. But there has been at least two MMOs with really good creature/alien/monster or whatever AI. 

    Its mostly singleplayer games that have better done AI than MMOs, but once in a while an MMO comes out with good AI, but they aren't popular enough to have set the bar for other companies to follow. And tabula rasa of course doesn't exist anymore. Ryzom is pretty niche, never caught on for the majority and almost shut down a few times.

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  • DistopiaDistopia Member EpicPosts: 21,183
    edited November 2016
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.

    image
  • DistopiaDistopia Member EpicPosts: 21,183
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.

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  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    edited November 2016
    Distopia said:
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.
    Well DAoC did have a few roaming mobs IIRC, and they WERE a pain in the ass, mostly because they always seemed to roam right into your group in the middle of a fight, go "da fuq is goin' on here?" and either immediately attack your squishies or chain aggro another static group across the room lol.

    But it says something that that our only real go-to comparison to static mobs is roamers.  We've seen so little innovation in the area that we have a hard time even fathoming what other improvements COULD be made.  Roaming NPCs are AI 102, at best.  And I get that doing it for massive amounts of mobs can be time consuming...  But I'm currently replaying Mass Effect 2, and there's no noticeable difference in AI between the NPCs I face there and much newer MMORPGs.  That's where my disappointment comes in.

    MMORPG developers have been doing nothing but trying to figure out a better way to make the player feel like they're the only hero of the game, which is ass backwards for a genre that's cornerstone is literally being one member of a large community of folks playing the same game.

    image
  • DistopiaDistopia Member EpicPosts: 21,183
    Distopia said:
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.
    Well DAoC did have a few roaming mobs IIRC, and they WERE a pain in the ass, mostly because they always seemed to roam right into your group in the middle of a fight, go "da fuq is goin' on here?" and either immediately attack your squishies or chain aggro another static group across the room lol.

    But it says something that that our only real go-to comparison to static mobs is roamers.  We've seen so little innovation in the area that we have a hard time even fathoming what other improvements COULD be made.  Roaming NPCs are AI 102, at best.  And I get that doing it for massive amounts of mobs can be time consuming...  But I'm currently replaying Mass Effect 2, and there's no noticeable difference in AI between the NPCs I face there and much newer MMORPGs.  That's where my disappointment comes in.

    MMORPG developers have been doing nothing but trying to figure out a better way to make the player feel like they're the only hero of the game, which is ass backwards for a genre that's cornerstone is literally being one member of a large community of folks playing the same game.
    This is why one of my favorite games in years was Dragon's Dogma. Mob Ai and interaction was a step above what we see in most games, which made it highly addictive. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Distopia said:
    Distopia said:
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.
    Well DAoC did have a few roaming mobs IIRC, and they WERE a pain in the ass, mostly because they always seemed to roam right into your group in the middle of a fight, go "da fuq is goin' on here?" and either immediately attack your squishies or chain aggro another static group across the room lol.

    But it says something that that our only real go-to comparison to static mobs is roamers.  We've seen so little innovation in the area that we have a hard time even fathoming what other improvements COULD be made.  Roaming NPCs are AI 102, at best.  And I get that doing it for massive amounts of mobs can be time consuming...  But I'm currently replaying Mass Effect 2, and there's no noticeable difference in AI between the NPCs I face there and much newer MMORPGs.  That's where my disappointment comes in.

    MMORPG developers have been doing nothing but trying to figure out a better way to make the player feel like they're the only hero of the game, which is ass backwards for a genre that's cornerstone is literally being one member of a large community of folks playing the same game.
    This is why one of my favorite games in years was Dragon's Dogma. Mob Ai and interaction was a step above what we see in most games, which made it highly addictive. 
    I played it on console before I traded up to PS4..  I still wanna play it, but it's a PS3 title :(

    If Dragon's Dogma Online ever does come out...  You bet your ass I'll be in line to try it!  Is Dragon's Dogma a PC title too??  I never checked.

    image
  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    edited November 2016
    Distopia said:
    Distopia said:
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.
    Well DAoC did have a few roaming mobs IIRC, and they WERE a pain in the ass, mostly because they always seemed to roam right into your group in the middle of a fight, go "da fuq is goin' on here?" and either immediately attack your squishies or chain aggro another static group across the room lol.

    But it says something that that our only real go-to comparison to static mobs is roamers.  We've seen so little innovation in the area that we have a hard time even fathoming what other improvements COULD be made.  Roaming NPCs are AI 102, at best.  And I get that doing it for massive amounts of mobs can be time consuming...  But I'm currently replaying Mass Effect 2, and there's no noticeable difference in AI between the NPCs I face there and much newer MMORPGs.  That's where my disappointment comes in.

    MMORPG developers have been doing nothing but trying to figure out a better way to make the player feel like they're the only hero of the game, which is ass backwards for a genre that's cornerstone is literally being one member of a large community of folks playing the same game.
    This is why one of my favorite games in years was Dragon's Dogma. Mob Ai and interaction was a step above what we see in most games, which made it highly addictive. 
    I played it on console before I traded up to PS4..  I still wanna play it, but it's a PS3 title :(

    If Dragon's Dogma Online ever does come out...  You bet your ass I'll be in line to try it!  Is Dragon's Dogma a PC title too??  I never checked.
    It was ported to Steam either earlier this year or last year. It is better optimized and runs smoother on Steam. I have both. I love that game.




  • DistopiaDistopia Member EpicPosts: 21,183

    I played it on console before I traded up to PS4..  I still wanna play it, but it's a PS3 title :(

    If Dragon's Dogma Online ever does come out...  You bet your ass I'll be in line to try it!  Is Dragon's Dogma a PC title too??  I never checked.
    It was ported to Steam either earlier this year or last year. It is better optimized and runs smoother on Steam. I have both. I love that game.
    Yep the steam version runs great and the K+M controls are completely solid. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Distopia said:
    Distopia said:
    Distopia said:
    Probably because they're just scenery for the most part. It's not like it's not that way in most single player games as well... It's not just an MMORPG "problem".  Aside from patrolling guards (which most MMORPGs have as well), most NPCs are static with the exception of a few scripted NPCs to interact with. Oblivion and Skyrim are the only two exceptions I can think of TBH in the RPG realm. 
    The Witcher 3 had a really good mix of roaming NPCs and static ones (the static ones meaning NPCs standing around talking with one another, or as a crowd at the gallows, etc.).

    I must be the only one who took NPC to mean all NPCs, not just friendly NPCs.

    It's the lack of innovative AI in the NPC mobs I face that is disapointing to me.  As I mentioned earlier, the static mob spawns haven't much changed from my days playing DAoC, and that's shameful imo.
    IN DAOC or any other game where grinding was necessary roaming mobs would have been a pain in the ass hahah.
    Well DAoC did have a few roaming mobs IIRC, and they WERE a pain in the ass, mostly because they always seemed to roam right into your group in the middle of a fight, go "da fuq is goin' on here?" and either immediately attack your squishies or chain aggro another static group across the room lol.

    But it says something that that our only real go-to comparison to static mobs is roamers.  We've seen so little innovation in the area that we have a hard time even fathoming what other improvements COULD be made.  Roaming NPCs are AI 102, at best.  And I get that doing it for massive amounts of mobs can be time consuming...  But I'm currently replaying Mass Effect 2, and there's no noticeable difference in AI between the NPCs I face there and much newer MMORPGs.  That's where my disappointment comes in.

    MMORPG developers have been doing nothing but trying to figure out a better way to make the player feel like they're the only hero of the game, which is ass backwards for a genre that's cornerstone is literally being one member of a large community of folks playing the same game.
    This is why one of my favorite games in years was Dragon's Dogma. Mob Ai and interaction was a step above what we see in most games, which made it highly addictive. 
    I played it on console before I traded up to PS4..  I still wanna play it, but it's a PS3 title :(

    If Dragon's Dogma Online ever does come out...  You bet your ass I'll be in line to try it!  Is Dragon's Dogma a PC title too??  I never checked.
    It was ported to Steam either earlier this year or last year. It is better optimized and runs smoother on Steam. I have both. I love that game.
    Gotta check it out, then, thanks for the tip!

    Also, and this is off topic, but what happened to damage types???  I remember DAoC having a vast number of damage types for not only spells but melee and armors that resisted certain types better than others.  Where has that gone?  Pillars of Eternity did a great job with it imo.

    image
  • DistopiaDistopia Member EpicPosts: 21,183
    edited November 2016

    It was ported to Steam either earlier this year or last year. It is better optimized and runs smoother on Steam. I have both. I love that game.
    Gotta check it out, then, thanks for the tip!

    Also, and this is off topic, but what happened to damage types???  I remember DAoC having a vast number of damage types for not only spells but melee and armors that resisted certain types better than others.  Where has that gone?  Pillars of Eternity did a great job with it imo.
    Yeah that's an aspect of both DAOC and SWG that I really miss, needing different gear to fight different load outs, it's something that added variety to fights/builds. 
    Post edited by Distopia on

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  • MoiraeMoirae Member RarePosts: 3,318
    It used to be because it was easier with computer limits. Now, it's because they want a quick cash grab and move on to the next thing. 
  • LynxJSALynxJSA Member RarePosts: 3,334
    NPCs are a utility to most players. Movement, dialog, and interaction have all been removed from most of them because they are not necessary for their function. 

    For example, one MMO had NPCs that went home at night. When they opened up shop in the morning, they were restocked and ready for the day. They had limited cash, and only bought what they needed - f. ex. the baker bought your flour and not your swords. Depending on your reputation in the world, they may give you a discount, or may even refuse to deal with you. When tending shop, they often walked about the building, and sometimes you may find them outside enjoying some sun. During high demand of items, the NPCs would restock with larger quantities over time, and when the demand dropped so did the quantities in their inventory. If there was major traffic through the shop, additional NPCs would be called in to alleviate the workload and in NPC shops where there were workbenches, new workbenches would be spawned so everyone wasn't crowded around a single one.

    There were pros and cons to every one of those features,  and over time it seemed the benefits didn't outweigh the other side. 
    -- Whammy - a 64x64 miniRPG 
    RPG Quiz - can you get all 25 right? 
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  • TillerTiller Member LegendaryPosts: 11,485
    edited November 2016
    SWTOR was the worst when it launched; it was like walking through a diorama. If you stayed in the middle of the street when you walked it was like being in the Smithsonian.

    Aggro was funny too, I've seen more realistic movement from the Chuck E Cheese animatronic cast members. I was just wating for the annoying happy birthday music. :p

    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
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