Formation for H/H
cerb
I'm not too sure how to call those but here are my ideas.
There could be a formation button to toggle on/off so that when it is on, the ranged and caster characters never go in front of the melee. Those who play melee classes characters might not have as much problems with that as those who play caster/ranged classes, but it is truly annoying when you shift click a monster so that your henchmen hit it first and some ele henchman attacks it first, especially on areas with huge groups of monsters and hard mode.
Also the kiting algorithms for h/h could get some improvement, because often they just end up aggroing more monsters when "kiting".
There could be a formation button to toggle on/off so that when it is on, the ranged and caster characters never go in front of the melee. Those who play melee classes characters might not have as much problems with that as those who play caster/ranged classes, but it is truly annoying when you shift click a monster so that your henchmen hit it first and some ele henchman attacks it first, especially on areas with huge groups of monsters and hard mode.
Also the kiting algorithms for h/h could get some improvement, because often they just end up aggroing more monsters when "kiting".
Zahr Dalsk
Anyone else notice how the enemy AI seems to be superior to H/H AI?
Mystique Huntress
It is kind of annoying that the monster AI scatters from my AOE yet the heroes stand in theirs quite gormless.
I don't find it to be crippling to game play though, just irritating.
I do like the idea of some kind of formation.
I don't find it to be crippling to game play though, just irritating.
I do like the idea of some kind of formation.
Isileth
/signed
Be nice to have a lot more control, the ability to make them spread out, gather together as well as position themselves.
Be nice to have a lot more control, the ability to make them spread out, gather together as well as position themselves.
thedeadlyassassin
I'd sign, but it's hard for melee as well, your henchmen always try to get near you, so if there's a monk in the back and you go to attack it, your henchmen will walk through traps, fail to kite, fail to heal/ do damage, just to get to you.
and yes, believe me, I've seen my Olias die so many times to a stupid level 6 because he's retarded.
and yes, believe me, I've seen my Olias die so many times to a stupid level 6 because he's retarded.
Mark Nevermiss
Monster AI is superior to H/H in every conceivable way.
Their melee block way to the casters [e.g. the charr]
They can maintain upkeep enchantments [e.g. Awakened Acolyte and life bond]
They scatter very well from AOE,
They often know well which spells to use on what.
It maybe easier for coders to script the monster AI since they have a fixed set of skills/professions and therefore the combinations are limited.
The heroes need be very flexible and therefore are much harder to code in a similar manner. Just a thought.
Their melee block way to the casters [e.g. the charr]
They can maintain upkeep enchantments [e.g. Awakened Acolyte and life bond]
They scatter very well from AOE,
They often know well which spells to use on what.
It maybe easier for coders to script the monster AI since they have a fixed set of skills/professions and therefore the combinations are limited.
The heroes need be very flexible and therefore are much harder to code in a similar manner. Just a thought.
UltimaSlash
signed.
I can't tell you how annoying it is when the henchmen get wiped out every single time there is a boss with an AoE attack simply because there is no option for a "spread formation"
I can't tell you how annoying it is when the henchmen get wiped out every single time there is a boss with an AoE attack simply because there is no option for a "spread formation"
cerb
Quote:
Originally Posted by Mark Nevermiss
Monster AI is superior to H/H in every conceivable way.
Their melee block way to the casters [e.g. the charr] They can maintain upkeep enchantments [e.g. Awakened Acolyte and life bond] They scatter very well from AOE, They often know well which spells to use on what. It maybe easier for coders to script the monster AI since they have a fixed set of skills/professions and therefore the combinations are limited. The heroes need be very flexible and therefore are much harder to code in a similar manner. Just a thought. |
And yeah, henchmen always trying to follow you is VERY annoying as well, if I take damage I have to sit there because if I try kiting, my henchmen will follow, stop dealing damage/healing...
System_Crush
Quote:
Originally Posted by cerb
I reckon it probably poses a great challenge, for instance in situations when enemies are attacking you from sides, etc. but this is a suggestions forum and not coding
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Using a site/blog designer or something?
Especially on AI one needs to consider the tech limitations, every bit smarter a AI gets makes for 10 times that amount of calculation on the server, reducing the reaction time.
GW has very efficient AI compared to other MMO's, and needs it, because it is a very fast paced MMO.
However heroes and hechies are a too stupid, at least heroes should have a lot more settings than just the sword shield and dove.
I sugest shrinking those, making room there for 6 buttons that are
- I will engage the party's target:
- Aggressively
- Defensively
- Passively
- I will stay within:
- Your earshot or Nearby my flag
- Your aggro circle or In the area of my flag
- Your eyeshot(1.6 aggro circle) or In earshot of my flag
- I will cancel attacks/skills to:
- Engage party's new target
- Avoid AoE damage
- Stay in range
Additionally I've posted a suggestion or 2 about letting us mess with the hidden 'use when' descriptions the AI uses to plan skill use, but that is likely not going to happen in GW1 any more and I believe H/H was planned to be changed somehow in GW2
Quote:
Originally Posted by cerb
And yeah, henchmen always trying to follow you is VERY annoying as well, if I take damage I have to sit there because if I try kiting, my henchmen will follow, stop dealing damage/healing...
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~ Dan ~
Quote:
Originally Posted by Zahr Dalsk
Anyone else notice how the enemy AI seems to be superior to H/H AI?
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I'll /sign anything for AI updates, although anet will never do it.
EDIT:
Quote:
Originally Posted by System Crush
Very very very true, And flagging them down before you kite isn't an option either because they will run to the flag and stop what they are doing anyway.
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sixofone
/signed
I, too, have been frustrated by H&H AI being too stupid to spread out when we get hit by AoE spells
I, too, have been frustrated by H&H AI being too stupid to spread out when we get hit by AoE spells
Anguish
Yes, yes, yes, and for the love of god, YES.
Stop developing GW2, stop eating and drinking, just give us some kind of formation system.
plxz no moar wipez bicuz 2 sf elez. kthxbaibai.
Stop developing GW2, stop eating and drinking, just give us some kind of formation system.
plxz no moar wipez bicuz 2 sf elez. kthxbaibai.