Originally Posted by quickmonty
What happens if you are in a party with another person and you both have pets. You don't want heroes to heal your pet but the other person does. Who controls the "toggle"?
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Heroes need to stop healing pets.
pamelf
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noneedforclevernames
Maybe you should stop bringing pets when you have heroes
Red Sand
Maybe you should stop bringing heroes and pets and bring humans.
Elena
and then turn them into minions! muahahaha
pets are part of the party okay a ranger isnt gonna say ranger + pet lfg for granted but still
pets are part of the party okay a ranger isnt gonna say ranger + pet lfg for granted but still
Miska Bow
OP: If you really feel that healer (players or H/H) are wasting energy when they heal your pet, then you missed something when teamwork was being explained.
Conversation at res shrine.
player 1: Ranger why didnt you interupt the ele boss?
Ranger: I was healing my pet.
Player 1:*insert BIG flame here*
Conversation at res shrine.
player 1: Ranger why didnt you interupt the ele boss?
Ranger: I was healing my pet.
Player 1:*insert BIG flame here*
The Meth
Heroes need to PRIORITIZE healing people over healing pets, not stop healing pets entirely.
On a related note, bad players need to stop taking pets.
On a related note, bad players need to stop taking pets.
Sleeper Service
Quote:
Originally Posted by The Meth
Heroes need to PRIORITIZE healing people over healing pets, not stop healing pets entirely.
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The Meth
Quote:
Originally Posted by Sleeper Service
im fairly sure they do...in fact im positive they do.
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Maria The Princess
i dont know what you guys have so much against the option to "turn off" allie + minions healing...
for those who will want your alies+ pet+ minions healed can just press the botton (like the peace/guard/agressive bottons) on the top of the hero's skill bar and then not worry about prince rurik, pet or whatever other NPC that you need to keep alive.
for those who dont care about the NPCs (like those who just respawn or are not important) and want the monk to not waste energy on minions and pets can turn it off. the battle cools down, party taking less damage, turn it back on just to make sure the pet doesnt degens to death and resets your skills.
why refuse to have 2nd option that doesnt really effect anyone besides your own team of henchies? as long as its a 2nd option and not the only one
for those who will want your alies+ pet+ minions healed can just press the botton (like the peace/guard/agressive bottons) on the top of the hero's skill bar and then not worry about prince rurik, pet or whatever other NPC that you need to keep alive.
for those who dont care about the NPCs (like those who just respawn or are not important) and want the monk to not waste energy on minions and pets can turn it off. the battle cools down, party taking less damage, turn it back on just to make sure the pet doesnt degens to death and resets your skills.
why refuse to have 2nd option that doesnt really effect anyone besides your own team of henchies? as long as its a 2nd option and not the only one
pamelf
Quote:
Originally Posted by Maria The Princess
i dont know what you guys have so much against the option to "turn off" allie + minions healing...
for those who will want your alies+ pet+ minions healed can just press the botton (like the peace/guard/agressive bottons) on the top of the hero's skill bar and then not worry about prince rurik, pet or whatever other NPC that you need to keep alive. for those who dont care about the NPCs (like those who just respawn or are not important) and want the monk to not waste energy on minions and pets can turn it off. the battle cools down, party taking less damage, turn it back on just to make sure the pet doesnt degens to death and resets your skills. why refuse to have 2nd option that doesnt really effect anyone besides your own team of henchies? as long as its a 2nd option and not the only one |
Maria The Princess
Quote:
Originally Posted by pamelf
Read back and it's already been explained by Magma Red why this might not be a viable option, and a poster above made an interesting comment on what happens if there are two rangers both who have pets, and one wants healing toggled, the other not...how is this going to effect the game? This is a team based game, so all the options have to be considered.
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the feature can be turned off and on on demand. if all of a sudden you get an important NPC in your party you turn it on, healing of allies+pets+minions starts.
teh NPC is gone and you dont really care about alies+pets+minions, and rather need your monks energy busy with healing the tank (or whatever needs healing), and you turn the feature right off.
if there is 2 rangers with pets or a minion master who wants help in keeping minions alive, all he has to do is add his own monk hero. if it is a party of real people and there is only 1 monk hero, i dont see why you would need help keeping minions alive, and a s aranger you can politely ask the real monk to heal your pet or let you add your own monk hero that will do the job. then when you turn the feature on, your monk heros starts healing all allies, not ONLY yours.
it is just as easy as to say "can you go interrupt instead of me and ill go nuking (or whatever)"
credit
I hope that your hero monks aren't the ones with pets.
pamelf
Quote:
Originally Posted by Maria The Princess
you should read what i said.
the feature can be turned off and on on demand. if all of a sudden you get an important NPC in your party you turn it on, healing of allies+pets+minions starts. if there are 2 rangers with pets or a minion master who wants help in keeping minions alive, all he has to do is add his own monk hero. if it is a party of real people and there is only 1 monk hero, i dont see why you would need help keeping minions alive, and a s aranger you can politely ask the real monk to heal your pet or let you add your own monk hero that will do the job. then when you turn the feature on, your monk heros starts healing all allies, not ONLY yours. " |
MagmaRed
Alesia, Lina, Sister Tai, Danika, Redemptor Karl, Seaguard Gita, Mhenlo, Khim, Jamei, Taya, Aeson, Professor Gai, Chiyo, and even Sogolon, all have no player controlling them. Who uses the switch to make them heal or not heal pets?
Waiting for some programming genius to explain this to a moron who doesn't know how programming works.
Waiting for some programming genius to explain this to a moron who doesn't know how programming works.
Kyomi Tachibana
A dead pet is basically a waste of two skill slots or more until it's alive again.
What do you use your pets for that you don't want them healed? A dead pet is completely useless. It doesn't provide a corpse, it's no longer dealing additional damage, and it's no longer distracting that big scary hammer warrior boss from assaulting your monks.
What do you use your pets for that you don't want them healed? A dead pet is completely useless. It doesn't provide a corpse, it's no longer dealing additional damage, and it's no longer distracting that big scary hammer warrior boss from assaulting your monks.
DarkGanni
I don't mind Monks and Heroes healing pets or allies, however I wish they'd stop wasting energy on the minions.
My 2cents
My 2cents
Targren
Quote:
Originally Posted by MagmaRed
Can the game distinguish between an Ally and a Pet? I highly doubt that is possible. If you have a way to allow me to target a team mates pet without finding it among 10 minions and 6 monsters, and without having it be an Ally, then I would consider it. Currently, you just want to have heroes ignore a pet.
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mob.isNPC=1;
mob.isPet=1;
mob.owner=player.id;
So you COULD add a flag check to the AI: (über-simplified)
boolean mob caster.needToHeal(mob target)
{
if ((target.isPet && target.owner != this) || target.isMinion) return false;
if isHexed(target) unHex(target);
if (target.life < target.maxLife *.6) return true;
...
...
}
etc...
Kanyatta
This seriously needs to be fixed. I hate seeing Dunky cast ZB or Prot Spirit on a Bone Fiend or something. I personally don't use a pet, but I usually have an MM hero, and Dunk/Tahlk spend about 3/4 of their time healing minions.
I put Blood of the Master on Olias for a reason, worry about Olias, not the minions, stupid broken Hero AI.
I wish Heroes would not heal pets and minions, but WOULD heal mission-critical NPC's. It also annoys me that I have to force-heal NPC's, but I can't un-toggle minion/pet heal.
/signed
I put Blood of the Master on Olias for a reason, worry about Olias, not the minions, stupid broken Hero AI.
I wish Heroes would not heal pets and minions, but WOULD heal mission-critical NPC's. It also annoys me that I have to force-heal NPC's, but I can't un-toggle minion/pet heal.
/signed
Kanyatta
Quote:
Originally Posted by noneedforclevernames
Maybe you should stop bringing pets when you have heroes
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I already shelled out $200 to Anet, I should be able to use my preferred build and not have to adjust for their God-awful AI design.
Incandecree
Problem with changing such a mechanic is that you are going to have to do a major rework of all heroes and you are going to have to remember to toggle each hero separately. You state hero monks but then you have to worry about a n/rt healer as well. Don't forget a motigon. I have a feeling that MagmaRed has it right that the game cannot distinguish, for the AI, between ally, party member or minion or pet. You would have to have multiple toggles otherwise you would have a rule such as the following: heal party member and npc and minions but not pets. And if you disallow healing minions those people that like to run Heal Area on their MM would then start screaming that their hero wasn't healing their own minions.
In my mind better to use the KISS method than trying to fit a dodecahedron into a round hole.
In my mind better to use the KISS method than trying to fit a dodecahedron into a round hole.
Hailey Anne
Although I still would like to have heroes stop healing pets. I dont really care anymore.BUT for the record Magma is NOT right, the game already distinguishes between Pets/minions/Allies.
If it didnt Charm Animal,Comfort Animal,RaO,HaO,BotM ect. would NOT work.
Pretty much anything is possible in coding.
I know for a FACT that a toggle could be implemented to ONLY affect pets and keep the heroes healing NPCs. But its not going to happen.
If it didnt Charm Animal,Comfort Animal,RaO,HaO,BotM ect. would NOT work.
Pretty much anything is possible in coding.
I know for a FACT that a toggle could be implemented to ONLY affect pets and keep the heroes healing NPCs. But its not going to happen.
RotteN
would help if they'd stop casting Prot spirit on minions ...
but realy, the AI sucks pretty bad. This isn't the only problem. Doubt they'll make AI chances
but realy, the AI sucks pretty bad. This isn't the only problem. Doubt they'll make AI chances
MagmaRed
Quote:
Originally Posted by Hailey Anne
Although I still would like to have heroes stop healing pets. I dont really care anymore.BUT for the record Magma is NOT right, the game already distinguishes between Pets/minions/Allies.
If it didnt Charm Animal,Comfort Animal,RaO,HaO,BotM ect. would NOT work. Pretty much anything is possible in coding. I know for a FACT that a toggle could be implemented to ONLY affect pets and keep the heroes healing NPCs. But its not going to happen. |
Awaiting a detailed explanation from the master game programmer so I can understand. You make bold claims, I'm still waiting for proof.
Targren
Quote:
Originally Posted by MagmaRed
Awaiting a detailed explanation from the master game programmer so I can understand. You make bold claims, I'm still waiting for proof.
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As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those.
Furthermore, it only stands to reason that the AI has access to these mob type determinations. Aside from using Res Signet on a fallen party member that has already been raised with FomF, even Anet wouldn't make it decide to cast spells that would pop up an "Invalid target' message for a player. So the AI has to know that, for example, Master Togo is an Ally and needs healing. Heal party will not work, but Dwayna's Kiss will. Zho has to know that the Jotun Bladeturner is an enemy, so her goal is to kill it.
It's also obvious that the AI has access to as much, if not more, information than the player. Koss will stupidly run right through the enemy frontline to chase an enemy monk (I've seen him do it. Thats why I stopped using him) because his AI tells him that monks are primary targets (using pvp tactics as a baseline for pve AIs is a bit.. iffy, but that's another rant). The AI also has much better "battlefield awareness" than the player. H/H know when a monster is at low life, even if it is "behind" them, whereas if it is off screen, a player has to be targetting it or tabbing through, and will go after it if not directed otherwise.
Don't underestimate the complexity of the AI. It might not be very good, but it is not simple.
quickmonty
Quote:
Originally Posted by Targren
(........ snip........) As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those.
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Targren
Quote:
Originally Posted by quickmonty
May I present: [heal area]
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Seriously though, speaking programmaticly.. The target on that is Self, and has an AoE range of "Adjacent."
Hailey Anne
Quote:
Originally Posted by Targren
This isn't really a "master level" problem.
As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those. Furthermore, it only stands to reason that the AI has access to these mob type determinations. Aside from using Res Signet on a fallen party member that has already been raised with FomF, even Anet wouldn't make it decide to cast spells that would pop up an "Invalid target' message for a player. So the AI has to know that, for example, Master Togo is an Ally and needs healing. Heal party will not work, but Dwayna's Kiss will. Zho has to know that the Jotun Bladeturner is an enemy, so her goal is to kill it. It's also obvious that the AI has access to as much, if not more, information than the player. Koss will stupidly run right through the enemy frontline to chase an enemy monk (I've seen him do it. Thats why I stopped using him) because his AI tells him that monks are primary targets (using pvp tactics as a baseline for pve AIs is a bit.. iffy, but that's another rant). The AI also has much better "battlefield awareness" than the player. H/H know when a monster is at low life, even if it is "behind" them, whereas if it is off screen, a player has to be targetting it or tabbing through, and will go after it if not directed otherwise. Don't underestimate the complexity of the AI. It might not be very good, but it is not simple. |
Atleast someone understands that you dont have to be a prograaming genius to know that the game already can tell the difference between pets/allys/minions ect.