Every single porter quests is the same. You have to walk very slowly from location A to location B. The player will most likely automatically start running so you have to disable it which is cumbersome to do. Then the player walks faster than the porter can move so you constantly have to walk a few steps and look behind, often times walking back to it to get it to come to you.
The runaway goblin was like this as well but mainly I'm requesting all the "follow the player" quests to be improved so that they either A) Match the player's speed or B) Teleport to player if the player is too far or both.
Thank you for your time!
Annoying, yes, but isn't the slowness part of the point to those?
Walking backwards helps, on foot or mounted. Playing a flute or drums will slow you down too. And maybe collect a few rats in the case of the flute. You know, for entertainment.
Some of those 'follow me' quest types have NPCs that will follow you at a normal walk or a bit faster. Usually those in battle areas.
Is it possible to have more than one follower at a time? I keep meaning to try that out. If you get PKed do you lose follower(s)?
Maybe give us the option to carry the NPC : ) And have crates or sacks that will follow...
Terrible thought: pearl shop item to whistle for NPCs...
Annoying, yes, but isn't the slowness part of the point to those?
I would somewhat agree, but they need to at least be able to follow us at our "normal" speed which is not the case. They go much faster than us walking (which is not well implemented) but go much slower than us jogging (not running!). There is no middle ground where we both go at a decent speed. Either they adapt to us or we adapt to them, but having to constantly stop every 2 seconds is also immersion breaking on top of being annoying.
Terrible thought: pearl shop item to whistle for NPCs...
...I refuse to even comment. :)
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