Sentences with phrase «where npcs»

We ran into a few glitches where NPCs would be talking, but no words would come out of their mouths and no subtitles would appear on screen.
This creates a very weird effect where NPCs who don't have anything to say (which is most of them) will have conversations with you consisting of the phrase «Hello, see you later» rendered in a weird impression of a number of British accents.
When a purge is about to happen, you will get clear notifications and you can also see on your map exactly where the NPCs are attacking.
Recently we added thralls who specialize in carrying heavy items and the importance of thralls in general has increased with the recent addition of the purge — the new feature where the NPCs of the Exiled Lands gather in large groups to attack your base.
where npc is the number of owned cats in the contiguous United States, pod is the proportion of owned cats granted outdoor access, pph is the proportion of outdoor owned cats that hunt wildlife, ppr is the annual predation rate by owned cats, cor is a correction factor to account for owned cats not returning all prey to owners, nfc is the number of un-owned cats in the contiguous United States, pfh is the proportion of un-owned cats that hunt wildlife, and fpr is the annual predation rate by un-owned cats.
This leads to many moments where an NPC asks you a question you know the answer to and after an awkward silent stare the NPC simply regurgitates the answer back at you in the form of a question.
There were even a few strange instances where the NPC's that help move the story along didn't bother talking to us at all.
Fixed a bug where NPC skirmishes could start while a Supply Drop event was underway in that same location.
Other flaw I experienced was repeating dialogue glitch where NPC just continuously repeated the same.
Fixed an issue where the NPC would not follow the playable character when the Swenett outpost is being completed before the «National treasure» quest
I didn't want leave the world where the NPC's are genuinely interesting to just look at, follow, and invade their lives.

Not exact matches

The only show left of the year that was close to where we live was the NPC Excalibur Show.
There are too many times where you'll be asked to complete a goal by an NPC and you'll literally have no clue what to do or how to proceed in order to complete it.
However all this requires you to be connected to the Xenoverse server and that's a bit of a problem, you can choose to play a single mode where with NPC's but you can also choose to go to the lobby with human controlled players.
From there, go to the white tent where you can currently access the various multiplayer modes and click on the NPC with a globe icon.
Among the various team modes are Team Rescue and Team Boss Fight, where players fight against AI opponents while trying to rescue computer controlled NPC's.
You have a room here where you can change equipment, save your game, read letters you have received from NPCs, send your pet on item gathering missions, and also join or start a multiplayer session.
Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
Game Director Fukuhara Tetsuya recently revealed that there will be a single player mode in Granblue Fantasy Project Re: Link where the player's party will feature 3 NPCs handled by the AI.
It was one of the first games with a persistent open world, where day cycles to night, weather changes, shops open and close and NPCs go about their business all on their own schedules.
Basically the game feels like a giant fetch quest where you are performing chores for the various NPCs while slowly uncovering the dangers around the Island.
Those NPCs would also know your location at all times and actively hunt you down, turning the game into a massive battle arena where you fight for survival.
This one is as much a management game as it is an action game where players need to foster an entire community of NPC survivors who are always at risk of permanently dying.
Some are monster hunts where you'll typically kill a number of smaller creatures to draw out a larger boss, while others will see you defending a particular spot or escorting a vulnerable NPC.
There are a few scenes where just throwing a few chairs or breaking a few mirrors will have frightened, confused NPCs running around the room screaming or whimpering on the floor like a pile of goo.
Fixed an issue where for some players an NPC would sit on a chair or bench while in combat resulting in their bow floating in midair next to them.
Fixed an issue where some players experience the Nora NPC's not helping Aloy to fight off the enemy during the «Clear the Camps» objective.
It's an area where survivors are dispatched and contains NPC's that can sell the player collectible maps, weapons, and food items.
Cities will be buzzing with NPCs, and there's going to be a Slums Market where equipment is sold at reduced prices.
Whereas previous Scribblenauts games were all about sandbox fun where you try your best to make NPCs happy by writing words that make objects come to life, Scribblenauts Showdown is instead focused on mini-games.
Last but certainly not least, Sandbox mode contains the classic Scribblenauts gameplay formula where you (and optionally, a friend) can try and make NPCs happy by thinking of creative ways to solve their problems.
The writing might be trying its best to convince you otherwise, but it's hard to mourn the death of an NPC in one section when minutes later you arrive in a new town where he appears to have been cloned.
There are events in the game where you have to choose only 1 between 3 items and the NPC / Monster dissappears afterwards.
The worst example was an escort mission where I had to protect an NPC in battle against six wolves, all of which could one - shot the NPC and instantly win the fight at any time if they wanted.
There will be times where you will have to choose a response to an NPC's question or statement and some answers will be straight forward while others will take some consideration.
As for Hitman I ignored the built - in - benchmark in favor of simply going for a stroll through the opening Paris level where hundreds of NPCs do a good job of pushing the hardware.
Outside of community events, and the occasional difference depending on where the character is in town (characters have different dialogue in church on Sunday, for example), most NPC's say the same thing over and over again, day after day.
The first is the fact that there are special sections of the game where you will have a quick timer to choose an aspect either in the environment on on the body of an NPC that will allow you to possibly get the upper hand during a confrontation.
During our mission, we had to talk to various NPCs to discover the who, what, why, where, when, and how of the case in order to collect evidence and, eventually, accuse someone of the crime once there were three pieces of evidence against them.
It's most noticeable during a conversation with an NPC where you zoom in on their face and begin to note that their armour doesn't look as sharp as it should or has some rough edges, not to mention that facial animations are pretty stiff.
However, special mention does have to be made of a level late in the game where you find yourself in a pure white environment and have to «paint» the level with your laser so you can see where you're going, all the while little NPC characters make various comments on how gaming equals art.
She's a lot more than one of those empty - headed NPC's that are seen in games all too often, and she rarely gets in the way, with the AI doing a great job of reading where you appear to be headed next.
You have your Base of Operations, where you can upgrade equipment, talk to NPCs and grow bonds with them via Friendship Events, etc..
ACO feels different from other AC games; they've removed some of the more annoying mission types (like the ones where you have to follow a couple of NPCs while staying hidden) and they've added a ton of loot and RPG aspects.
These NPCs are found relaxing in their own camps, where you can approach with a big truncheon, knock them unconscious, bind them with a rope and drag them back to your base.
It was one of the first games with a persistent open world, where day cycles to night, weather changes, shops open and close and NPCs go about their business all on their own schedules.
Some of this includes «ambient» audio logs that play in the background, scenes on the computer screens to help players find out what's going on, and or cut scenes where players will meet NPCs that help unfold the backstory as well as the main story itself.
In short, this new update adds a new mechanic called «The Purge» where hoards of NPC's will come and attack you and your structures if they are not properly defended.
Found as an optional seat on larger ships, the C&C lets you coordinate the battle between multiple ships: let your friends or NPCs who are flying escort know where to go and what to do.
Or... maybe... Perhaps keep it completely ambiguous, to the point where even in the midst of battle you have the NPCs wondering aloud which gender Sheik is?
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