Lack of AI in quest areas before the quest is live

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If your the kind to go exploring early, you WILL find vast empty ' hostile area ' places with loot inside. Free to loot away without interacting with a single NPC, maybe turn of a couple cameras, but that's it.

Other notable things, fast travel points with no reason to be there. The area has no NPCs, loot, or quests.

This gives players access to unique loot that should be hard to obtained, but made so easy they can literally just walk to it with zero effort.

Do like Uplay does with AC, if the area is meant to be entered after some main story point is reached, then have it closed off to entering.

More oddities clearly pointing to cut content. Barely accessible areas with loot inside that are void of anything else.
 
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It probably wouldn't be too difficult for all mission areas to have 3 states each:
- "mission" state which is set before the player first enters the area
- "post mission" state which is basically the aftermath of the player's interaction with the mission area
- "open world/sandbox" state which will repopulate the mission area after mission completion in a more generic way like a dungeon with respawning level-scaled enemies and all quest related content (scripted events, dialogue and mission specific NPCs) removed.
Post automatically merged:

It probably wouldn't be too difficult for all mission areas to have 3 states each:
- "mission" state which is set before the player first enters the area
- "post mission" state which is basically the aftermath of the player's interaction with the mission area
- "open world/sandbox" state which will repopulate the mission area after mission completion in a more generic way like a dungeon with respawning level-scaled enemies and all quest related content (scripted events, dialogue and mission specific NPCs) removed.
If the player doesn't have the quest yet the area could be set to its "sandbox" state beforehand.
 
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