Hero/Hench AI problems

Mr_T_bot

Mr_T_bot

Banned

Join Date: Apr 2006

Hench and Hero AI have had major problems since the big AI update/release.

Heros can kind of be contained with defensive mode, but henchmen have no such bind and will run right out of your bubble and range and attack things out of your aggro circle just because you highlighted them, and in fact heros will do the same thing. Koss regularly runs out of my range to attack things that are not attacking and that I havn't attacked yet, even though he is always in defensive mode.

Not only that, but they will sometimes do this but not go after the target you have selected or even the target of logical choice, but a random target in another area. And this is compounded by the fact that they won't follow calls. If they attack a target, targets will NOT be switched until their original target is engaged, even if engaging that target will bring down the aggro of the entire area upon your head. That sounds like a major bug, not changing targets until first engaging a different target.

And if all that wasn't bad enough, henchmen and heros would already not continue attacking the target you were attacking before death after you die, you can micromanage heroes onto it, but not henchmen, and after dropping that target, their AI is worse than the enemy's and they don't go after the best target. Choosing archers over monks and other casters.

Let's not even mention the fact monk heroes are not loathe to cast resurrection spells mid battle while others die and the fact there still is no code for henchmen/heroes to detect what skills other heroes/henchmen are using and I end up with at least 4 or 5 characters using resurrection signet simultaneously.

Whiplashr

Lion's Arch Merchant

Join Date: Jan 2006

I agree, especially when it comes to ressurecting issues. I posted earlier in a thread about the AI aggro issues with a story about my fighting to Copperhammer mines from Drok's Forge with a Hero/Hench team. One problem I also faced was that as soon as I was within a certain range of dead bodies (far further than aggro bubble range), they would rush ahead to try to ressurrect them. But I was already in a tough situation trying to control aggro and work slowly. It was very frustrating watching Dunkaro and Melonni go rushing off 2-3 aggro bubbles ahead to try and res someone when I wasn't ready to move that far forward yet because it was going to draw more enemies down on me that I wasn't ready for, and wanted to seperate.

And yes, I was using flags. Even though I had a flag down for the team, it just seemed that if you have them TOO close to the dead body, they will try to rush ahead anyhow. One time I had the whole team at the flag, and Melonni ran ahead to ressurect Koss. I put down a flag for her in the same place as the team, and she came back to the flag. Then she turned around and ran right back towards Koss' body again.

And again, I'm not talking aggro bubble range. More like 2-3 times the aggro bubble range. I ended up having to keep moving back and replace the flags until they would sit still. If I flagged them too close, they would rush ahead again.

And I *really* hate having to constantly spam a target and have all the heros/henchmen ignore me over and over again, and keep fighting whatever they were fighting. I hope they can make some of this work better soon.

4ssassin

4ssassin

Lion's Arch Merchant

Join Date: Apr 2006

none

W/E

/signed. i even lock in targets for koss, and he doesnt start attacking them until i do.