Heroes need to stop healing pets.

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

Quote:
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"?
Ooooh, a valid point. I commend you my friend! Wouldn't have occured to me

noneedforclevernames

Krytan Explorer

Join Date: Oct 2007

Jay To Much [SrE]

Me/N

Maybe you should stop bringing pets when you have heroes

Red Sand

Red Sand

Lion's Arch Merchant

Join Date: Mar 2008

New England

Warriors of Wynd [WoW]

W/

Maybe you should stop bringing heroes and pets and bring humans.

Elena

Elena

Desert Nomad

Join Date: May 2005

Belgium

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

Miska Bow

Miska Bow

Krytan Explorer

Join Date: Jan 2008

somewhere, Grinding some l33t titles

Order of the Divine WoodChuck

R/

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*

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

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.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

Quote:
Originally Posted by The Meth
Heroes need to PRIORITIZE healing people over healing pets, not stop healing pets entirely.
im fairly sure they do...in fact im positive they do.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by Sleeper Service
im fairly sure they do...in fact im positive they do.
If indeed they do now then everything is fine. I haven't been in a group with pets for months, could have been fixed by now. I sure remember seeing pets get healed even when party members were <50% health in B/P groups though.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

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

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

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
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.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

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.
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.

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

credit

Banned

Join Date: Jan 2008

Team Apathy [aFk]

W/P

I hope that your hero monks aren't the ones with pets.

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

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.

"
Once again see quickmonty's post... I'd love to see how you can get two rangers in a Pug NOT arguing about toggles and who is going to bring their monk etc. The monk heroe's in PUG's are not there to heal just the individual bringing them, they are there to heal the entire party in absence of any real player healer therefore it seems totally unfair and downright fascist to let the people bringing the monks decide who/what gets healed. It is going to cause far more problems than it solves. It's not like everyone in the team can just add their own monk...that's not really the point, and not much damage would get done if you had a 4 man team each with their own monk. Please, think a little bit about the wider implications of suggestions.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.

Kyomi Tachibana

Kyomi Tachibana

Wilds Pathfinder

Join Date: Jul 2007

Oregon, USA

Where iz teh Bonuz [WitB]

P/W

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.

DarkGanni

DarkGanni

Forge Runner

Join Date: Mar 2006

Malta

[CuTe]

E/

I don't mind Monks and Heroes healing pets or allies, however I wish they'd stop wasting energy on the minions.

My 2cents

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

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.
Actually, without knowing the underlying data structure that the game uses to track pets, we can't really say whether it's possible or not. I would presume it is, though, because, for instance, you can use [[Comfort Animal] on your own Pet - Hearty Stalker but not on Margrid's, and not on Norgu or Master Leeroy...errr.. Togo. So I would think, at the very least, the pet structure would have flags like this that the skills can check against:

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

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

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

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by noneedforclevernames
Maybe you should stop bringing pets when you have heroes
Thats in the running for the dumbest statement I've ever heard in my life.

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

Frost Gate Guardian

Join Date: Oct 2006

Archons of Elona

Mo/

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.

Hailey Anne

Wilds Pathfinder

Join Date: Sep 2007

A/E

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.

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

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

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.
[spell shield] - can't be used on a pet, ally, or team member. The game can clearly limit what spell can be used on who. However, a spell like [word of healing] can be used on anything but an enemy. How would the game distinguish between a pet and an ally on a spell that can target ANYTHING?

Awaiting a detailed explanation from the master game programmer so I can understand. You make bold claims, I'm still waiting for proof.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

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.
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.

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

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.
May I present: [heal area]

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by quickmonty
May I present: [heal area]
LOL, you got me...

Seriously though, speaking programmaticly.. The target on that is Self, and has an AoE range of "Adjacent."

Hailey Anne

Wilds Pathfinder

Join Date: Sep 2007

A/E

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.
Thank you.
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.