SeaGtGruff wrote: »[snip]
If it isn't getting blocked by some NPC walking around, it's getting caught on the shafts of a cart, or getting stuck on a small object on the ground while fighting a boss, etc.
Things like that can be maddening, but they add a need to become familiar with our surroundings and pay attention to things we must navigate around as we're coming and going.
Sure, it would be nice to be able to just walk through everything and make a beeline to wherever we're going, but where's the fun (or realism) in that?
ZOS has stated that they're aware of him and that he will be moved in a future update--probably the Q1 DLC. That said, I think it's nice that we've come together as a community when it comes to putting a knife in this man's back.
PullaStormy wrote: »Personally, what I find annoying about this NPC is that he walks right infront of me and prevents me from returning the writs, forcing me to move around to be able to interact. I don't care what he says, just would prefer if he wasn't getting in my way every. Single. Time. (In case no one has killed him.)
matterandstuff wrote: »SeaGtGruff wrote: »[snip]
If it isn't getting blocked by some NPC walking around, it's getting caught on the shafts of a cart, or getting stuck on a small object on the ground while fighting a boss, etc.
Things like that can be maddening, but they add a need to become familiar with our surroundings and pay attention to things we must navigate around as we're coming and going.
Sure, it would be nice to be able to just walk through everything and make a beeline to wherever we're going, but where's the fun (or realism) in that?
I'm not sure I associate "realism" with Nolus walking over a pile of his own undespawned corpses from being repeatedly stabbed to death.
SeaGtGruff wrote: »[snip]
If it isn't getting blocked by some NPC walking around, it's getting caught on the shafts of a cart, or getting stuck on a small object on the ground while fighting a boss, etc.
SeaGtGruff wrote: »No, my reference was to game design overall. How would you like a game where the map is just a huge plane, with no hills or valleys, just flat land stretching in all directions, and with no obstacles of any kind-- no trees, no buildings, no rocks, nothing you need to navigate around as you go from point A to point B, and no NPCs or mobs to block your path and annoy you. That would be grand, wouldn't it? Pick up a quest at point A, then go run straight to point B to turn it in. Easy as pie. And really, really boring. Such a game would fail big time. So game designers give us mazes to run through, and streets and buildings to navigate through, and hills and valleys and mountains and rivers and lakes and oceans. Our destination might be right over there, not even 30 feet away, yet to reach it we might need to find our way around a whole series of obstacles which prevent us from simply walking over there.
SeaGtGruff wrote: »Nolus is there, in my opinion, as just one of the potential obstacles that we need to deal with. Same with the shafts of that cart between the blacksmithing and woodworking stations, which are just waiting to catch you and drive you bonkers because you weren't careful enough to avoid them.
It amazes me that players can demand more difficult overland content, and can boast about completing some vet content on hard mode in a deathless speed run, etc.-- yet give them an easy-to-avoid NPC walking around the crafting writ crates and they lose their ever-loving minds.
matterandstuff wrote: »SeaGtGruff wrote: »No, my reference was to game design overall. How would you like a game where the map is just a huge plane, with no hills or valleys, just flat land stretching in all directions, and with no obstacles of any kind-- no trees, no buildings, no rocks, nothing you need to navigate around as you go from point A to point B, and no NPCs or mobs to block your path and annoy you. That would be grand, wouldn't it? Pick up a quest at point A, then go run straight to point B to turn it in. Easy as pie. And really, really boring. Such a game would fail big time. So game designers give us mazes to run through, and streets and buildings to navigate through, and hills and valleys and mountains and rivers and lakes and oceans. Our destination might be right over there, not even 30 feet away, yet to reach it we might need to find our way around a whole series of obstacles which prevent us from simply walking over there.
That just sounds like the bad kind of tedious to me. There's a big difference between "streets and buildings...and hills and valleys and mountains and rivers and lakes and oceans" and just putting things in there to be annoying for the hell of it.SeaGtGruff wrote: »Nolus is there, in my opinion, as just one of the potential obstacles that we need to deal with. Same with the shafts of that cart between the blacksmithing and woodworking stations, which are just waiting to catch you and drive you bonkers because you weren't careful enough to avoid them.
It amazes me that players can demand more difficult overland content, and can boast about completing some vet content on hard mode in a deathless speed run, etc.-- yet give them an easy-to-avoid NPC walking around the crafting writ crates and they lose their ever-loving minds.
The shafts of that cart don't interrupt me and pop up on my screen whinging about their life, which is distinctly preferable.