Heroes should be spread out more efficiently

lorazcyk

lorazcyk

Krytan Explorer

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

Please see my suggestion here:
Guild Wars Wiki - Feedback: Heroes shouldn't be so close to each other.


Please read the link above for the rationale. Any improvement suggestions?
And if you like it, /sign on the talk page!


madriel222

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

I corner block a lot, so a formation like this would actually do me more harm than good. On the other hand, having some preset formations would have been a pretty nice feature to have.

Whatway

Lion's Arch Merchant

Join Date: Apr 2011

WTB Q11-13 Str -2e/-2s Eternal Shields

A/Me

I would love the option for 2-3 preset hero formations, which can be cycled/arranged like displays in HoM.

akelarumi

akelarumi

Wilds Pathfinder

Join Date: Nov 2009

E/

not signed. Like being said, it is hard to find a pug already. making it even more easy to play with heroes would only make it harder. instead of trying to change a game that is designed as mmo in a solo game, it would be better to make playing in a pug more rewarding. If I want to solo play I would play Skryim.

The entire game can be played with heroes. I think that is the perfect balance needed in the current situation (of a dying game, so at one hand you need to keep the mmo aspect as alive as much as possible, on the other hand one shouldn't be blinded for reality).

lorazcyk

lorazcyk

Krytan Explorer

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

Thanks Madriel and Whatway, I first thought of asking for different formations, but thought it would be silly. I'm glad others think it would be a good idea too! I've changed the suggestion based on your feedback so let me know if that's better.

@Akelarumi
No one will force you to solo. If you've read the suggestion link you would have seen that this is for casual players who might not have time to wait for a PUG, or a PUG might not be available.

Like you, I also prefer to PUG instead of playing with heroes. I really love playing with other people! But a lot of times because I'm busy with life, I am forced to play during odd hours where no one is on, or when doing Zaishen quests, I might pick up the quest, but not be able to do it until 3 days later when no one is doing that quest anymore.

I'm sure there are many others in this situation... parents of young children... people with busy jobs... and so on.

projectmercy

Academy Page

Join Date: Apr 2012

Quote:
Originally Posted by akelarumi View Post
not signed. Like being said, it is hard to find a pug already. making it even more easy to play with heroes would only make it harder. instead of trying to change a game that is designed as mmo in a solo game, it would be better to make playing in a pug more rewarding. If I want to solo play I would play Skryim.
I respectfully propose that the above is why MMOs stay a niche market. Fun will always be a subjective term. People play games with people they like. In games where you have a fixed number of participants, you'll find games with lower player counts are played considerably more than those with higher ones. More often than not, players modify (or design) the game so that participants can vary. Having worked in a game store for quite a few years, games that had participants from 2-7 sold CONSIDERABLY better than those with a larger fixed count.

With this in mind, if you personally prefer to attack an RPG encounter with other humans to converse with, that's cool. You will find like-minded humans to do the same with. What you're proposing though is basically forcing other humans to your play style, because they otherwise will have to sift through grief to do this. This same premise caused EQ to fail to its competitors. I've always assumed GW subscribed to this school just because it's 7+ years old and nobody felt like spending the time to modernize it.

Heroes could be made to be considerably better with minimal effort. The fact that they unlimbered the max-hero count, but haven't put in additional flags from the 3 goes to show their stance on it. Formations would also go a long way. Changing the AI to support the Monster AI (like the HM version) as the heroes seem to use a neutered AI.

I payed for a good portion of my university fees writing modules for WoTC/TSR. The extra effort and time to build a module designed to scale to the players was ALWAYS worth it and well received.

IMO at least, games should be about having fun. People will get together to play games or not as desired. Giving them the tools to do that helps them to socialize as best fits their needs. Forcing people together just makes for bitterness and drives people away. I look forward to the future when MMO developers get around to learning what table top, sport and card players learned a few hundred years ago.

Formations would be nice. Personally, I'd rather have AI scripting (like KoTOR or Dragon Age), but formations, 7 flags, and the Monster AI would go a long way.

Tullzinski

Tullzinski

Jungle Guide

Join Date: Mar 2006

Trying to stay out of Ryuk's Death Note

N/R

Last time someone suggested to change the heroes ANET broke them and they were completely useless. So no, not unless ANET can do it without breaking them, do not hold your breath on that one.

http://www.guildwarsguru.com/forum/u...0505043p2.html

From about page two on will recount the fiasco back in march.

lorazcyk

lorazcyk

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Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

This thread isn't about whether Anet can implement features bug-free or not. This thread is about my suggestion on how to improve the hero formation. So please don't derail the conversation.

What do you think of my suggestion, Tullzinki, do you think it would be an improvement over the current formation, where heroes are nearly close enough to shake hands?

Tullzinski

Tullzinski

Jungle Guide

Join Date: Mar 2006

Trying to stay out of Ryuk's Death Note

N/R

Looks like a wonderful idea and I would love not having to babysit the heroes during AOE attacks. BUT, ANET has already shown they cannot change the heroes without screwing them up. See the link in my other post.

As I said before no, until ANET can prove they will not break the game making what seemed to be a minor change.

projectmercy

Academy Page

Join Date: Apr 2012

I think without a pull-down to select it, that formation could cause as many problems as the current one. If you're trying to walk through an area without vanquishing, the heroes would be spread out more when they started to walk, which means they would stray more. If you had a rit and MM (or multiple MM) you'd have a huge column of aggro trailing behind you.

Another problem is, if you end up with healers on the wings, they have a tendency to run away from combat (even if you have them set on attack). They run for an aggro bubble or so, so they'd end up basically "double-wide" on aggro. This could be remedied if the Heroes could be change to run back towards the group and/or if they're a healer, to just stand and heal instead of running and dying.

It'd be really cool if you could basically flag it like Total War, where you not only had a formation, but the formation adjusted based on unit type. I know that's asking a bit much, but it would be great.

lorazcyk

lorazcyk

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Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

@Tullzinski, this wouldn't change their behavior/AI, only their placement.
@ProjectMercy, I'm worried about that as well, having heroes aggro everything when you just want to run somewhere.

So I thought of this:
http://wiki.guildwars.com/wiki/Feedb... al_formations
It would give different buttons to pick a formation. If you want to use the formation we have in GW1 at the moment, you just don't pick a formation. Do you think that solve the problem?

I hadn't thought about the monk problem. I was hoping that if the healers were at the back [see note], they wouldn't get attacked at all, or atleast not often enough to be an annoyance.

Note: Since in my suggestion says heroes should fill in from the back and from opposite sides, players would instinctively add their healers in spot 1 and 2, right? I'm thinking that way they wouldn't get attacked at all, hence wouldn't run around like headless chickens.

Star_Jewel

Star_Jewel

Jungle Guide

Join Date: Mar 2010

Denizen of Tyria since Feb. 2009

Quote:
Originally Posted by lorazcyk View Post
Note: Since in my suggestion says heroes should fill in from the back and from opposite sides, players would instinctively add their healers in spot 1 and 2, right? I'm thinking that way they wouldn't get attacked at all, hence wouldn't run around like headless chickens.
A little constructive criticism on that: You can only individually flag the first 3 heroes, and set keybinds to micromanage the skills of same. That already forces people to load certain heroes on the first three slots, and having party list determine where they sit in your proposed formations would be even more limiting.

That might make akelarumi happy, though.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

A simple "scatter" flag would be amazing. Probably quite easy to implement. All it has to do is make sure everyone in your party is outside adjacent range to each other.

lorazcyk

lorazcyk

Krytan Explorer

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

Quote:
Originally Posted by Star_Jewel View Post
A little constructive criticism on that: You can only individually flag the first 3 heroes, and set keybinds to micromanage the skills of same. That already forces people to load certain heroes on the first three slots, and having party list determine where they sit in your proposed formations would be even more limiting.

That might make akelarumi happy, though.
Yeah I know that already, the point of this suggestion is to make the heroes be far enough from each other that I don't have to flag them individually.

At the moment, heroes already go in a certain position depending on their party member number so this wouldn't really be any different.

Even so, the heroes at the back would still be able to attack enemies because they are in range. If they need to move forward, they will, as they do now.

(Or did I misunderstand what you wrote?)

Quote:
A simple "scatter" flag would be amazing. Probably quite easy to implement. All it has to do is make sure everyone in your party is outside adjacent range to each other.
You mean if you want them to spread out a bit, you click the flag; if you want them to bunch up together, then you click again?
That's sounds pretty interesting! Do you mind if I add it as an option on the Wiki page?

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by lorazcyk View Post

You mean if you want them to spread out a bit, you click the flag; if you want them to bunch up together, then you click again?
That's sounds pretty interesting! Do you mind if I add it as an option on the Wiki page?
Sure ^__12char__^

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

I've long found it ironic that you're supposed to be this great warrior, leading and teaching your heroes....... and you don't have the most basic formations. At the moment, you're not a great warrior or an epic leader, you're a bumbling buffoon without the least grasp of basic combat.

or

/signed

Highlander Of Alba

Highlander Of Alba

Wilds Pathfinder

Join Date: Jan 2007

Real Rogue Clan

Rt/Mo

not signed

As with any implementaion of this has led in the past of a wide range of implications.

As the agro bubble was in the past and mensioned above.

just like some people dont know the difference with the seting arrangements on heros like attck/defend ect,

There is no problem with the current set up to warrent something that may suit someones own playstyle.

as the saying is.. it it aint broke why try to fix it...if no problems exist.

Star_Jewel

Star_Jewel

Jungle Guide

Join Date: Mar 2010

Denizen of Tyria since Feb. 2009

Quote:
Originally Posted by lorazcyk View Post
players would instinctively add their healers in spot 1 and 2, right?
Maybe I'm not fully understanding what you wrote.
I assume from the above that, in order for a player to have heroes take up a specific formation, they'd have to load them in a certain order, following what you say here by loading their squishy monks in party slots 1 and 2. But if a person wants to keyboard micro other heroes in those slots, they would not be able to take full advantage of the formation order.

Quote:
Originally Posted by HigherMinion View Post
A simple "scatter" flag would be amazing. Probably quite easy to implement. All it has to do is make sure everyone in your party is outside adjacent range to each other.
This seems like a simple, very elegant solution.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

I like this suggestion. The lack of formations makes playing with heroes a repetitive flagging chore. To be fair, it's better than henchmen era party controls(pre-NF). I also would like a scatter button, and that has been suggested on Guru before. I don't know if there is a suggestion on the wiki for that.

I'd probably add a few formations, like inverting the pyramid shown, and another pyramid formation with the party flag centered in a triangle comprised of the individual flags. A changing state pyramid formation button could possibly cycle through these different pyramid formations, with a similar change of icon on the interface.

The current flags seem to have slightly different behavior: flags 1-3 function slightly different from the party flag. Heroes in 1-3 stay in their flagged spot until engaged in combat, while allies in the party flag change position relative to the player(s) in the party.

Please feel free to use any of my comments in your suggestion on the wiki.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

You use to be able to get scatter effect by flagging heroes back slightly and unflagging when you engage. The update caused heroes to queue moving to formation around you before initiating scattering behavior. I don't really care about flagging formations when programming kiting and scattering behavior would make for smarter AI instead of pushing it on to the player. This is like trying to put a band-aid on the problem.

Gabs88

Desert Nomad

Join Date: Jan 2011

Personally I always wanted the ability to pick formations with my heroes. ^^

Line, box, circle and so on.

Gill Halendt

Gill Halendt

Desert Nomad

Join Date: Mar 2008

I've always wondered why:

- Foes scatter while in AoE / ADoT. In HM, they even tend to react immediately to such damage sources.
- Heroes on the other hand don't move at all and keep doing whatever they're doing until they're almost dead.

One simple workaround could be the prioritization of survival over continuity of operation just like foes, causing heroes to stop their non-essential actions and move away while in Guard/Avoid Combat modes.

I mean, how hard could it possibly be?

Rushin Roulette

Rushin Roulette

Forge Runner

Join Date: Sep 2007

Right here

Ende

Quote:
Originally Posted by Tullzinski View Post
Looks like a wonderful idea and I would love not having to babysit the heroes during AOE attacks. BUT, ANET has already shown they cannot change the heroes without screwing them up. See the link in my other post.

As I said before no, until ANET can prove they will not break the game making what seemed to be a minor change.
A little negative are we?

How do you propose that Anet prove that they can change the behavior of Heroes without them changing anything? Seems to be a slight predicament you have set yourself there .

Tullzinski

Tullzinski

Jungle Guide

Join Date: Mar 2006

Trying to stay out of Ryuk's Death Note

N/R

Quote:
Originally Posted by Rushin Roulette View Post
A little negative are we?

How do you propose that Anet prove that they can change the behavior of Heroes without them changing anything? Seems to be a slight predicament you have set yourself there .
No not a little negative, honest based on what ANET has done previously. Maybe ANET should test it before releasing on us, I know this is a radical concept .

I like the suggestion however I do not think with everyone working on GW2 that it would be properly implemented and tested which would lead to result we saw back in march.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

Quote:
Originally Posted by Gill Halendt View Post
I've always wondered why:

- Foes scatter while in AoE / ADoT. In HM, they even tend to react immediately to such damage sources.
- Heroes on the other hand don't move at all and keep doing whatever they're doing until they're almost dead.

One simple workaround could be the prioritization of survival over continuity of operation just like foes, causing heroes to stop their non-essential actions and move away while in Guard/Avoid Combat modes.

I mean, how hard could it possibly be?
Heroes should prioritize actions as the player would be the one to determine if the group needs to fall back or push. Anet implemented AI smartly in this respect.

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

yeah would be nice if heroes moved out a bit...and moved out of aoe, heck even FLAGGED far away they will stop and heal themselves instead of running (contrary to what they are told to do and what anet says they should do).

Gill Halendt

Gill Halendt

Desert Nomad

Join Date: Mar 2008

Quote:
Originally Posted by Relyk View Post
Heroes should prioritize actions [...]. Anet implemented AI smartly in this respect.
Debatable.

Right now, prioritizing action often means dying en masse if heroes are balled up in AoE, which simply doesn't sound that smart to me.

Prioritization should be situational, if anything.

Whatway

Lion's Arch Merchant

Join Date: Apr 2011

WTB Q11-13 Str -2e/-2s Eternal Shields

A/Me

Quote:
Originally Posted by Highlander Of Alba View Post
as the saying is.. it it aint broke why try to fix it...if no problems exist.
If it wasn't a problem, this topic wouldn't have come up as a suggestion. Positioning is a big deal; it makes or breaks many speedclears and allows you to do things with heroes & henchies you wouldn't be able to do otherwise.

Ayuhmii Shanbwa

Ayuhmii Shanbwa

Desert Nomad

Join Date: Oct 2005

Holland

[GaMe]

Rt/

well, i dont have anything to do with SC's, but i sure can say (as a player who stays in GW, and wont move on to GW2) that heroes should be a lil more useful with flagging

maybe now that they focus much more on GW2, they could revert their thoughts about just 4 flags (stumme explained the reason why we dont have 7 flags), and give every hero its own flag after all

i mean, it cant hurt GW much anymore already, so in the future (from GW2's release date on) it does even less harm

i think each hero its own flag would do better than having group flag different positions
not only for them to code, but also for players to use more effectively

[OFFTOPIC]heck, maybe 11 heroes for deep and urgoz would be nice then.... but thats a different topic[/OFFTOPIC]

besides, they have changed their minds so many times now, that GW is just going to be a game for fun in the future, instead of balance (maybe except for pvp), so making hero-flagging more effectively wont hurt GW anymore if thats the case

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Heroes are already considered efficient. You even said you like playing with people, so I would think you would be suggesting ways to improve finding people fasters. Apart of playing with people is some will scatter right away and others you'll have to teach.

Premium Unleaded

Wilds Pathfinder

Join Date: Aug 2005

I would say it's ironic that while one of the annoying problems with positional AI is reacting to aoe/scatter, they more often than not are still better at responding to it correctly than the average pug.

Highlander Of Alba

Highlander Of Alba

Wilds Pathfinder

Join Date: Jan 2007

Real Rogue Clan

Rt/Mo

Quote:
Originally Posted by Whatway View Post
If it wasn't a problem, this topic wouldn't have come up as a suggestion. Positioning is a big deal; it makes or breaks many speedclears and allows you to do things with heroes & henchies you wouldn't be able to do otherwise.
Just posting to answer this quote

There is nothing needing done by your post quoting myself the main post should read ...Speedclear positioning for heros.

The heros can handle any part of the game wether it be NM or HM in any situation if you have the correct builds,

Is it because there will be an exodus of players leaving fo GW2 hence so guys will not have there teams for speedclear?

Sorry to post this reply but to say they it allows you do do things your existing builds cant do at present.That seems to your thought the above is the only thing.

Whatway

Lion's Arch Merchant

Join Date: Apr 2011

WTB Q11-13 Str -2e/-2s Eternal Shields

A/Me

You misread. I am not suggesting using heroes for speedclears. I am using speedclears as an example of how important positioning can be. Heroes do some dumb things when you're trying to flag them around in combat, much of which can be mitigated by the option for formation presets. Better AI to actually follow directions would be great too, but probably too much to ask for at this stage of the game.

FinishOffGWone

Ascalonian Squire

Join Date: May 2012

W/

/signed

because unlike most retards who didnt sign this, i undertsand if you wanna play with real players go for it, if ur like me and cant stand real players of now days, this would/could work, but i'd rather 7 flags, and option of 11 heroes at Urgoz and a fix to the deep for heroes to be taken considering both are so dead...and @akelarumi no shit its hard to find a PUG group and its even harder to find a good/smart one, and @Relyk"You use to be able to get scatter effect by flagging heroes back slightly and unflagging when you engage. The update caused heroes to queue moving to formation around you before initiating scattering behavior. I don't really care about flagging formations when programming kiting and scattering behavior would make for smarter AI instead of pushing it on to the player. This is like trying to put a band-aid on the problem." i agree 100%, theres also nothing worse then 1 melee breaks through to your backline and ur trying to target it, but your caster hero is running non stop, around you, into aggro, instead of staying behind you...Arena net has always made heroes Slightly more worse

anyway a 7 hero flag system, a fix to AI and ability to use PvE only skills (since heroes are PvE ONLY) would fix heroes...

Monk hero AI=Spam healing even when it's not needed
any hero healer AI=heal minions(necro doesnt take BoM for nothing, or isn't designed as a jagged bomber for nothing)
caster heroes=Run away and dont stop to cast damage each second there being hit by physical or any damage source, but love to stand in AoE, move out for 2 secs and stand back in it
Physical heroes=trying to bail away froma fight when there health gets a tad bit to low for there taste(wich has caused aggro to wreak havoc on back lines manytimes)
Sin heroes=slow chain with dagger attacks, very bad at using there skill's properly to utilise the best of there effects
Dervish heroes=very bad at using there snares
Paragon heroes=(nothing bad to say, mine do what there meant to)
ranger heroes=bad at using beast master skill's

pretty much, Paragons are the only heroes that dont do soemthing AI wise to annoy me, if they do mess up..then it usually my fault anyway)

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Heroes should be a bit better, but not much more than than they are.

I did most things with heroes, so it must be possible for most people, as long as they unlock some decent skills.

It's true that there's less people, but ZQuests still work to gather people to do things in HM, and in NM the current heroes have no problems.

They are just slower than HM enemies when it comes to getting out AoEs, and well, that should not happen. They might move slower than the sped up HM enemies, but should react as fast or even faster than them to AoEs.

That's my only pet peeve as with they are right now, since I don't like to control them with the flag to make them get out AoEs faster, and sometimes you want to get out all but one, and that one didn't get a flag because you wanted to give them to others you'll need to position and... it gets annoying.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

Quote:
Originally Posted by Gill Halendt View Post
Debatable.

Right now, prioritizing action often means dying en masse if heroes are balled up in AoE, which simply doesn't sound that smart to me.

Prioritization should be situational, if anything.
I was speaking in general terms, not one specific situation where they react poorly to AoE. The hero priorities isn't the problem with them standing in AoE, it's their unresponsiveness, the same behavior as enemies. Don't confuse the two. A majority of the time, you can avoid this from happening as a player. I don't see why Anet should compensate for players making poor tactical decisions such as preventing and avoiding the entire party getting hit by AoE. Sure you can make heroes immediately kite out of AoE, but I'd rather punish players for making such mistakes than compensate them.

Gill Halendt

Gill Halendt

Desert Nomad

Join Date: Mar 2008

Quote:
Originally Posted by Relyk View Post
The hero priorities isn't the problem with them standing in AoE, it's their unresponsiveness, the same behavior as enemies.
Unresponsiveness comes from debatable priorities: just as an example, healers will stand in ADoT - the only type of AoE that should cause them to scatter, but doesn't - trying to outheal damage on the whole party before even considering about moving, instead of completing any urgent healing, move away from peril and then do their stuff from a safer spot. Foes don't behave like that at all, they scatter almost istantly.

Sure, you can force this reaction by flagging them away, but I really don't get why heroes can't do that by themselves, at least while in Guard mode. If we can't get formations, tuning reactions and differentiating the various Combat Modes would help.

lorazcyk

lorazcyk

Krytan Explorer

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

Wow, so much off-topic. Can we talk about the original suggestion? And possible solutions here: http://wiki.guildwars.com/wiki/Feedb..._to_each_other
I'm not talking about implementing huge changes like smarter hero AI, or changing anything about how their little brains work, all I'm asking for is for their position to be different. Only have to change position (x and y position relative to player).
That's all.

If my suggestion is not clear or needs improving let me know how so I can fix it.
Quote:
Originally Posted by Cuilan View Post
Heroes are already considered efficient. You even said you like playing with people, so I would think you would be suggesting ways to improve finding people fasters.
I already said that lately I'm playing odd-hours where barely anyone is on (because they're sleeping or at work/school) or doing week-old Zaishen quests which no one cares about anymore (because I didn't have time to do it when it was the day for it).
Currently I ask in Embark Beach (sometimes Kamadan) if anyone wants to join me before I start.
Also like I said other casual players might simply not have time to wait for a PUG. For example if you are a university student playing between two classes.

Quote:
A majority of the time, you can avoid this from happening as a player. I don't see why Anet should compensate for players making poor tactical decisions such as preventing and avoiding the entire party getting hit by AoE. Sure you can make heroes immediately kite out of AoE, but I'd rather punish players for making such mistakes than compensate them.
Maybe I have old hands? Yes, I'm not very coordinated anymore and don't react very fast. Maybe my hands don't move as fast as yours do. I don't have fast moving fingers/reflexes like a 14 year old FPS player.
So for me when doing a mission or vanquish all this flagging and unflagging can easily make it take 45 minutes longer than it should. I can see flagging once in a while, for example when encountering a boss like Molotov Rocktail. But for every single mob? It gets old fast, instead of flagging because you are a "strong tactical player", you start flagging "because it's a boring chore that must be done nonetheless"