Henchman Suicide
CyberNigma
If a henchman is lost or trapped and does not leave the area within a certain amount of time (say 10 minutes), said henchman should commit suicide. I saw an extreme case tonight. Most of hte henchies died halfway across a zone. I made my way with another healer henchie (Factions) and the bird warrior to a different rez shrine, hoping to die somewhere there and rez near it. The healer died. I died. The warrior killed the enemy. The warrior rezzed the healer. The healer skips me and bolts across the zone to rez the other healer until she encounters a mob. At that point she runs away and then becomes lost, running back and forth with no change in her pattern. I was in a long quest and could literally do nothing but watch. Ultimately the only choice left is to warp out and start over. Obviously the AI devs are lacking in this area and as such, in order to fix this problem (saw another case in Sorrow's Furnace), the henchies should commit suicide if they are doing nothing after x amount of time, so the entire party will rez.
Arkantos
Its an ok idea, but for the many people who go afk, this is a problem.
xerverkillah
maybe some command that will make them stop what ever they are doing and run back to you.
calamitykell
The AI reaction to resurrecting is absolutely horrible. In fact, that word barely scratches the surface of how bad it is.
Opeth11
Maybe we should be able to control that henchman if it's the last one standing =D
Of course, the game will just turn into Baldur's Gate or something >_>
Of course, the game will just turn into Baldur's Gate or something >_>
calamitykell
There was an old suggestion thread in here some time ago, about implementing a /killhench command for specifically that situation the OP mentions. It'd kill all living henchies so you could rez at a shrine.
Time to dig up that thread, methinks...
Time to dig up that thread, methinks...