I have this completely crazy idea. How about actually having henchmen and heroes attack the target I designate? Woah! Perhaps too revolutionary?
Warning: The following is a gripe session meant for the eyes of GW programmers.
Yes, those buffoons (my henchmen and heroes) attack my target about 80% of the time, but... why not 99% of the time? I click the target. I call the target. I manually designate the target for my heroes. I try the aggressive setting. I try the defensive setting. I make sure they have a clear line of sight. I make sure nothing is blocking their charge. I call the same target 20 times over. What happens? About 20% of the time my glorious dummies attack something else. They seem to think enemies that are obstructed behind walls are a greater threat than what their Castellan Sunspear leader is calling as a target.
I really had a blast with heroes and the new control system when Nightfall was released. It was pure joy. I found out rather quickly, however, that henchmen and heroes were still rather daft. Ok no problem. The game had just been released back in October.
Now it's April. Going on six months, ANet. How about fine tuning those henchmen and hero codes so they actually attack the target I call? Or I could keep logging in every few weeks, keep getting frustrated, and then go find something less annoying to play. Over and over and over.
targeting idea
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Or... what about a command extention to designate a target FOR your henchman/hero. Such as... CTR+1+click = First henchmen in your party's target. And having the normal targeting command being changed to a "Master" command, causing all henchmen/heros to switch to that target immediately. Any thoughts?
A while back, I had an incident where for a whole week they did not follow my target. Ever. They attacked whatever they wanted. I even locked the heroes onto my target and it did not work.
I personally think there needs to be a "master target" or something that they CAN NOT change targets until the master target is dead.
But yeah, after that one week, it seems they listen to me about 80% of the time.
I personally think there needs to be a "master target" or something that they CAN NOT change targets until the master target is dead.
But yeah, after that one week, it seems they listen to me about 80% of the time.
Never had problems with them...
Maybe I just play the way developers thought people would play.
They just simply go for the target I was going to go... and do was I want them to do...
Norgu forgets about the current target and interrupts dangerous enemies...
Koss, having a fire weapon.. goes first for the enemies with Mark of Rodgort... and such...
I also found that, hwn going with other player's heroes... they do not obbey him as they obbey me...
Maybe is related to skill position or weapons equiped...?
It's a mystery for me... a real mistery... maybe I'm just a bit lucky.
Maybe I just play the way developers thought people would play.
They just simply go for the target I was going to go... and do was I want them to do...
Norgu forgets about the current target and interrupts dangerous enemies...
Koss, having a fire weapon.. goes first for the enemies with Mark of Rodgort... and such...
I also found that, hwn going with other player's heroes... they do not obbey him as they obbey me...
Maybe is related to skill position or weapons equiped...?
It's a mystery for me... a real mistery... maybe I'm just a bit lucky.
d
Thank you all for your input. 
Oh yes! That's what I meant by "manually designate the target for my heroes". And perhaps this is part of the problem. Having that tool causes me to expect them to obey. That expectation is met with about a 5% failure rate. (Please note that when I said 20% earlier, that was including all forms of designating a target for heroes and/or henchmen). Now within that 5% I notice the heroes sometimes have pathing issues. They're obstructed by several mobs between them and their target. Obviously this applies mostly to melee fighters. For these cases I really do appreciate that they switch to a nearby target and keep fighting. Well maybe 2 out of 3 times they keep fighting. See a couple years ago when we had painfully dumb henchmen, they would never fight when encountering a pathing issue. Still there are times when a hero will inexplicably NOT attack the target I have set in their crosshairs DESPITE not having any obstructions. It happens rarely enough that I wouldn't mind... BUT with all the other targeting problems it's like more fuel in the fire.
Yes, I certainly could be doing something wrong. Heck if I have any idea what it might be though. I've tried mouse clicking on a target (left click for attack on my mouse), ctrl + mouse click, scrolling through targets and hitting the space bar, ctrl + space bar, setting crosshairs before the fight, setting crosshairs during the fight, calling the same target multiple times when heroes and/or henchmen don't respond properly, switching to a new target and then back... ugh. Let me emphasize the issue I'm harping on is that I expect them to obey this simple concept - "attack my target" - 99% of the time unless there's an obstruction. Having about a 20% failure rate to obey your commander's orders would normally result in a court-martial (although a hanging would be my sentence at this point). 
Glad I'm not the only one having this problem. And what you describe is what I took as an indication that the coders were fine tuning hench and hero behavior. I thought they'd eventually work most of the obnoxious kinks out. I'm concerned they may have shelved this now so I'm beating a drum and trying to draw attention to the fact that their work is not yet finished.
Play the way developers thought people would play... ? So developers didn't think players would call a target and expect their heroes and henchmen to obey? I don't mind if they switch targets to cast a special spell or toss in an interrupt, and I love that they do this, but what I'm seeing is ALL of their attacks going to something other than what I'm calling. And again this is occurring about 20% of the time I go after a specific target.
Skill position and weapons are not an issue with henchmen. I do notice it makes a difference with heroes. I have tried a LOT of different skills and weapons though I like to think I mostly use a standard "nothing fancy" layout.
Look <speaking directly to GW programmers now> I don't want to do a bunch of experiments with skills, weapons, what kinds of targets I call, the position of the moon, etc. I just want the tools I've been given to work in a very basic and reasonable manner. Resolve this aspect and then build up the complexity. Right now I lead a group of heroes and henchmen who, for no recognizable reason, refuse to even glance at my called target (primarily the ctrl+attack method) about 20% of the time. It's very frustrating to be told "you're the leader! hooray!" and then my followers do not follow.

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Originally Posted by dargon
you do realize that the little crosshairs button in the hero skill bar lets you set a specific target for that hero right?
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Originally Posted by DvM
I never have problems with them...They always attack the targets I call. Ofcourse they sometimes Powerspike something else that is casting a spell, wouldent call that not listening though...Maybe you are doing something wrong?
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Originally Posted by Puebert
A while back, I had an incident where for a whole week they did not follow my target. Ever. They attacked whatever they wanted. I even locked the heroes onto my target and it did not work.
I personally think there needs to be a "master target" or something that they CAN NOT change targets until the master target is dead. But yeah, after that one week, it seems they listen to me about 80% of the time. |
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Originally Posted by MithranArkanere
Never had problems with them...
Maybe I just play the way developers thought people would play. They just simply go for the target I was going to go... and do was I want them to do... Norgu forgets about the current target and interrupts dangerous enemies... Koss, having a fire weapon.. goes first for the enemies with Mark of Rodgort... and such... I also found that, hwn going with other player's heroes... they do not obbey him as they obbey me... Maybe is related to skill position or weapons equiped...? It's a mystery for me... a real mistery... maybe I'm just a bit lucky. |
Skill position and weapons are not an issue with henchmen. I do notice it makes a difference with heroes. I have tried a LOT of different skills and weapons though I like to think I mostly use a standard "nothing fancy" layout.
Look <speaking directly to GW programmers now> I don't want to do a bunch of experiments with skills, weapons, what kinds of targets I call, the position of the moon, etc. I just want the tools I've been given to work in a very basic and reasonable manner. Resolve this aspect and then build up the complexity. Right now I lead a group of heroes and henchmen who, for no recognizable reason, refuse to even glance at my called target (primarily the ctrl+attack method) about 20% of the time. It's very frustrating to be told "you're the leader! hooray!" and then my followers do not follow.
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Originally Posted by Lord Azhren
Or... what about a command extention to designate a target FOR your henchman/hero. Such as... CTR+1+click = First henchmen in your party's target. And having the normal targeting command being changed to a "Master" command, causing all henchmen/heros to switch to that target immediately. Any thoughts?
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Originally Posted by combatchuck
I don't see why people think the heroes and henchmen are so bad. I was using them last night to farm lightbringer points outside of Dzagonur, and we were ripping through mobs in about 30 seconds, with no stopping in between.
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Originally Posted by HawkofStorms
sigh, angry rant thread. The heros and hench work fine.
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Originally Posted by Bankai
I think the OP is forgetting reaction time. Heroes and henchies do not always immediately do the things they're supposed to, just like pets. Sometimes in HvH, it takes about 15 seconds for my melonni to finally target her own designated target.
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Well... I'm currently gathering titles...
Some days ago, I wnt for Protector of Elona.
I was missing Dzagonur Bastion and Domain of Fear.
So far, Dzagonur Bastion was the only one that I have to do with other players.
The others were cheap.
And yesterday I went for the Canthan...
I only needed other players for The Eternal Grove, Raisu Palace and Imperial Sanctum.
And ALL the Prophecies Missions are easily doable with Heroes and Henchmen.
So... it can't be that there's a problem with them...
Some days ago, I wnt for Protector of Elona.
I was missing Dzagonur Bastion and Domain of Fear.
So far, Dzagonur Bastion was the only one that I have to do with other players.
The others were cheap.
And yesterday I went for the Canthan...
I only needed other players for The Eternal Grove, Raisu Palace and Imperial Sanctum.
And ALL the Prophecies Missions are easily doable with Heroes and Henchmen.
So... it can't be that there's a problem with them...
I understand what you’re saying. If most of the missions are doable with just heroes and henchmen, there’s nothing that needs fixing. I’m not, however, talking about my progress in the game being impeded by heroes and henchmen. I’m talking about my enjoyment of the game being diminished by less than ideal coding.
Eric Flannum is an ArenaNet Game Designer. And I didn't add those brackets, PCGamer did.
So I'm concerned all the focus will be on GW2 now. They still have ten heroes to add to Eye of the North, but will they improve their behavior? I dunno.
*back to testing response times*
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| Eric Flannum cites Nightfall’s heroes (highly customizable--often to an overwhelming degree--AI companions you can add to your party) as an example: “We were developing that technology at the same time we were developing everything else in the campaign. They came together really well, but now that we have the base of the technology, the designers have much more freedom [to improve the way they’re implemented].” - PCGamer, May 2007 |
So I'm concerned all the focus will be on GW2 now. They still have ten heroes to add to Eye of the North, but will they improve their behavior? I dunno.
*back to testing response times*
Hm... I think that your problem may be with moving a lot in the battleground...
I've been lately playing with my Elementalist a lot, so I could not notice it...
But in some areas (not all) they seem no to like to work correctly when the leader moves a lot around, like melee classes do.
They seem to spread much and kite more than is needed.
I've been lately playing with my Elementalist a lot, so I could not notice it...
But in some areas (not all) they seem no to like to work correctly when the leader moves a lot around, like melee classes do.
They seem to spread much and kite more than is needed.
