Fix this. Henchmen pathing is the worst.

Caco-Cola

Krytan Explorer

Join Date: May 2005

College Station, TX

Kansas City Hotsteppers. Hawt!

Fix this and I'll be happy. I don't care how crappy henchmen's AI is but even the dumbest of machines should have a check to see if they're freakin wedged against something.

This is ridiculous.

http://www.boomspeed.com/nubi/Dumbarse.JPG

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

At least they don't run into the ground anymore!

But yes I do agree its silly how they can get stuck like that, but till this issue is fixed you should really keep a good eye on your henchmen at all time.

Yorrix

Yorrix

Ascalonian Squire

Join Date: Jun 2005

East of England

The Militocracy of Gippeswyk [MoG]

N/Me

Quote:
Originally Posted by Caco-Cola
Fix this and I'll be happy. I don't care how crappy henchmen's AI is but even the dumbest of machines should have a check to see if they're freakin wedged against something.

This is ridiculous.

http://www.boomspeed.com/nubi/Dumbarse.JPG
I have to say that I have had this issue before, and it is quite frustraiting.

That said, AI is a tricky subject. Thinking about something is easy, afterall you wouldn't get stuck there. However, creating rules to enable thought about something is quite different.

It is an issue that needs sorting though. Maybe a D2esque solution could be possible. In D2, if you ran far enough away from hirelings or minions, they would eventually (or hopefully in the case of minions) miraculously appear near you. Perhaps there is a way of saying the following:

Code:
If NPC is furthest back from group and X distance away (may be stuck)
    Find possible warp positions in Y radius
    Spawn NPC at a random location from the possabilities
By doing this you could randomly just allow any 'stuck' NPC the option to warp a little outside his current position. To use feet as an example for the values, you could have X as 50 and Y as 5 or something. If he succeeds, he can then run along and catch up with the group. If he fails, he tries again. It seems a simple way to solve the issue, and still gives the illusion that the 'hireling caught up' rather than 'the NPC just spawned to catch us again'.

Dirkiess

Wilds Pathfinder

Join Date: May 2005

Uk, England.

E/Mo

Quote:
Originally Posted by Caco-Cola
Fix this and I'll be happy. I don't care how crappy henchmen's AI is but even the dumbest of machines should have a check to see if they're freakin wedged against something.

This is ridiculous.

http://www.boomspeed.com/nubi/Dumbarse.JPG

Have you reported the time, the place and the problem to Anet. If not, no point in mentioning it here. They may notice the thread here, but unless you give them the details, they can't fix it.

This is after all, a Forum made by gamers and nothing to do with A-Net or GW Support.

They have fixed a bunch of other AI issues especially the one where they go running off after you get ressed and then get stuck or you die and they don't do anything else.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Dirkiess
This is after all, a Forum made by gamers and nothing to do with A-Net or GW Support.
When you write to suggest changes they politely redirect you to the suggestions area on the forums Then they come and read them. And laugh at all the Drizzt wannabes and the amazingly original profession ideas like Druid-Shapeshifter, and the requests for elves/gnomes/kender...

Mavrik

Mavrik

Forge Runner

Join Date: May 2005

Alaska

that happened to me as well and since the guy was trapped and did not get killed, none of us resurrected and I had to map teleport to the nearest town and then hike the whole way back again.

btw with -60 that probably would not be a bad idea lol.

Night Daftshadow

Night Daftshadow

Banned

Join Date: May 2005

In the forest

Hidden Shadows

R/Mo

i remember one time during a quest. it was the reverse of the scales quest. there were 5 human players and 1 healer hench. when we got to the place where the boss was at, right at the entrance, while the 5 human players were fighting the 3 executioners, somehow, the healer hench got stuck on top of a tree. the tree across from the entrance. aleisa was stuck on top of the damn freakin tree. all of the human players were killed and only the hench was alive but couldnt do anything. only if i had taken a screenshot of this. first time this has ever happened to me.

another time at shiverpeaks, i was in a group full of henchies. after being res from the shrine, two henchies were res from the sky and were running through air to the place where they died and they died again.

Caco-Cola

Krytan Explorer

Join Date: May 2005

College Station, TX

Kansas City Hotsteppers. Hawt!

The devs could learn a thing or two from the Wish makers. It's a shame that game got cancelled.

But anyways, even in beta the game had the best pathfinding I've ever seen in a game.

Quote:
btw with -60 that probably would not be a bad idea lol.
Well the -60 was from running through 5 groups of hydras, 5 groups of centaurs followed by 4 more groups of centaurs that were guarding the main creature.

Had to make my way slowly but surely and if Thom hadn't gotten stuck I would've finished Warrior's Path. But since he did, I get to do allllll of that alllll over again, whoopty do.

And I'd group with people but no one ever has the same agenda I do so...