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Old Dec 21, 2010, 11:43 PM // 23:43   #21
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Originally Posted by Morphy View Post
This is one of those things you can't possibly disagree with.
Agreed.

/signed
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Old Dec 22, 2010, 10:04 AM // 10:04   #22
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I don't really believe this is a must since there aren't many places to use it , and they will just say that 90% of players did those areas. Also , it might be hard to code concerning Hero AI :
- knowing heroes AI , how could you make 1 especially pick an item on the floor . The flag system would need to be reworked ...
-for example in elona reach , hero would have to talk to ghost? It could be easier of course to just make it drop , then you pick it and talk to ghost , but it still would be a bit useless then....
- how would a hero holding an item react when fighting monsters?

Anyway , i don't disagree with it , and since a lot of people seem to want it i will just do as well , but i do believe it would require too much work .
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Old Dec 22, 2010, 12:12 PM // 12:12   #23
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/signed x10000
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Old Dec 22, 2010, 02:09 PM // 14:09   #24
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Originally Posted by Missing HB View Post
I don't really believe this is a must since there aren't many places to use it , and they will just say that 90% of players did those areas. Also , it might be hard to code concerning Hero AI :
- knowing heroes AI , how could you make 1 especially pick an item on the floor . The flag system would need to be reworked ...
-for example in elona reach , hero would have to talk to ghost? It could be easier of course to just make it drop , then you pick it and talk to ghost , but it still would be a bit useless then....
This is why I suggested being able to pick the item up yourself, and then click on the hero of your choice and it gives the item to them to hold. Then when you want it back, just click on that hero and they give it back.

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Originally Posted by Missing HB View Post
- how would a hero holding an item react when fighting monsters?
Ritualist Heroes hold items and do just fine. Shouldn't be too hard to implement it into other professions.
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Old Dec 22, 2010, 04:36 PM // 16:36   #25
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/signed /signed /signed

Even as a caster, I wish I could pawn this off to a hero. Especially a necro, who has to worry less about energy than I do on my mesmer.
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Old Dec 22, 2010, 05:44 PM // 17:44   #26
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The problem then becomes what dothey do with the items if they can't/aren't supposed to drop them, like the offering of melandru or master gears in Sorrows furnace. You can't tell them to interact with objects at the moment, they can't pull switches and whatnot(which would be useful in places like THK).

Technically you could set it up so that if you are targeting a lever or switch and hit the lock target button they will run up and use the lever, and if they are already carrying an item and you target the switch the "pull switch" will overide the "drop item" button untill you are no longer targeting the switch. This would cause them to run to the switch and place their bundle if they can, but may be difficult to code...
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Old Dec 22, 2010, 07:20 PM // 19:20   #27
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Originally Posted by Hugh Manatee View Post
The problem then becomes what dothey do with the items if they can't/aren't supposed to drop them, like the offering of melandru or master gears in Sorrows furnace. You can't tell them to interact with objects at the moment, they can't pull switches and whatnot(which would be useful in places like THK).

Technically you could set it up so that if you are targeting a lever or switch and hit the lock target button they will run up and use the lever, and if they are already carrying an item and you target the switch the "pull switch" will overide the "drop item" button untill you are no longer targeting the switch. This would cause them to run to the switch and place their bundle if they can, but may be difficult to code...
I will now add for the THIRD time, on this VERY SHORT thread, the suggestion that this be avoided by having the player pick up the bundle and hand it to a hero, who will carry it non-stop until the player clicks on them again to retrieve it.

Really, though, the only problems I see with this are easily avoided (e.g. disable your rit hero's PwK if you need them to carry melandru's offering; carry st. viktor's urn or archemorous's spear yourself, or expect them never to be dropped for use). It's a very good idea.
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Old Dec 22, 2010, 08:04 PM // 20:04   #28
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I ignored it he first 2 times because i didn't consider it very viable or likely. Handing stuff player to player or player to hero could be abused in certain formats and goes against some on the ingame balance, and it would still necessitate awkward and new command interfaces which could prove difficult to code. Like HOW do I get a hero to take a bundle from me, how to I order them to return it, what if it's an item spell, as in the whole point of the melandru offering is that the bearer is supposed to carry it the distance(if you could pass it off near death it would negate some of the challenge factor).

I'd have been happy if the "target lock" button had different functions based on what you were targeting. Like I said, target a lever, button or switch, the thing turns into a "activate object" button, target an item, it becomes a "pick up bundle" button, with the activate object option overriding the drop bundle option, in the same way the drop bundle overrides the target lock option.

Edit: Ultimately it would be best if they recoded and redid the interface a little to separate all those actions into their own butons(its frustrating having to force a guy to drop a bundle then have him lock a target if i have to) but thats not likely either...

maybe if they put an "activate object", "Pickup/drop bundle", and "target lock" where their agro setting are, then move the sword, shield and birdie icons to a drop down menu where the target lock is...

Last edited by Hugh Manatee; Dec 22, 2010 at 08:16 PM // 20:16..
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Old Dec 22, 2010, 08:47 PM // 20:47   #29
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It would be useful, particulary for carrying weird PvE items.

/signed

Quote:
Originally Posted by Missing HB View Post
Anyway , i don't disagree with it , and since a lot of people seem to want it i will just do as well , but i do believe it would require too much work .
/signed
Why is this community so allergic to work that's not even for themselves to execute?
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Old Dec 23, 2010, 12:53 AM // 00:53   #30
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I really like this idea;
I often...okay, almost always...play with only Heroes/Henchies...If my main characters were caster-types, I could grab the items, I suppose...but, my mian is a Ranger...he uses his bow...a LOT...and my Warrior uses a sword...a LOT.....
Having one's Hero/Henchman to do this task would be most helpful, in both GW2 and presently in GW1....

Again, great idea!
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Old Dec 23, 2010, 02:15 AM // 02:15   #31
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I'd vote for this as well... if only because it somehow seems very unfair to me that as a caster, I'm not really inhibited in using my skill bar when I have to carry something... but other professions are, and it's a pretty significant detriment for them.

I would imagine that it could be a fairly complex change though - because somewhere in there has to be ways to prevent it from being used for other things... so the hero can't pick up drops, for example. Or flags in GvG. I don't know what would be involved in differentiating one from the other - maybe it's simpler than it sounds.

Regardless, at first glance, this is something I'd enjoy seeing implemented.
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Old Dec 23, 2010, 03:06 AM // 03:06   #32
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The problem may not be that complicated as characters and heroes henchmen too for that matter carry stuff all the time they are called weapons and you can happily change them for other items.

The coding would seem to be in the item not the hero.

Currently you take something from your inventory and transfer it to a hero.
What is needed would be for you to take something from your hands and transfer it to theirs.

Could it be done yes probably, should it be done absolutely.
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Old Dec 23, 2010, 04:21 AM // 04:21   #33
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Concerning the order system, there is already a "fixed target" option (which conveniently becomes the Drop bundle button) that could I think be used to order them to pick/interact with an object.

Simply target the bundle/object on which to use the bundle and fix it as the hero's target. I personnally don't think this would be hard to use, sinse the fixed target is disabled when holding an item.

ADDED : Overall a useful idea, especially if that also allow heroes to activate switches. Should be easy to implement assuming heroes have the same possibilities players have (that is, to interact with the environment) in the GW engine.

A useful but not needed idea. /signed

Last edited by Steps_Descending; Dec 23, 2010 at 04:39 AM // 04:39..
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Old Dec 23, 2010, 08:54 AM // 08:54   #34
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/signed...

Although I don't tend to HH much these days as I've been helping guildies with various things, I can think of SO many instances where this would make things a lot easier. Saves choosing between the spear and the damn urn for starters.
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Old Dec 23, 2010, 08:55 AM // 08:55   #35
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Quote:
Originally Posted by newbie_of_doom View Post
It would be useful, particulary for carrying weird PvE items.
/signed
Why is this community so allergic to work that's not even for themselves to execute?
Not really allergic , but you need to be realistic . When you look at updates we had for 1-2 years ,do you seriously believe they will do such a thing ?

Also , i'm sorry to say this but when you promote an idea , you need to explain why and how it would be useful , using examples etc..... Just saying " do this plz , i got enough of ..." , " yes do it , it would be fun" won't lead anywhere. When i wanted to get HB back , i didn't just say " i liked it , thus bring it back "....

Nothing of this was said , thus how would they even know if it would be that useful and if it would get a high influence on players???

Last edited by Missing HB; Dec 23, 2010 at 08:59 AM // 08:59..
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Old Dec 23, 2010, 12:43 PM // 12:43   #36
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They may well do this as an update, I believe they still have an interest in keeping GW1 viable and will eventually make small changes to the 4 games to fix some of the problems.

Each of the games is evolved from the previous game and major changes made.
In some cases this has caused annoyances and carrying objects is a case in point.
It didn't occur much in Prophesies except for The sceptor of orr in one mission and those seeds needed to create bridges.

Factions gave us the Ritulist class with skills that had you carrying objects which had spell effects and skill bonuses when carrying an object.
This is part of the mythos and skills of that game world, maybe survivors from the lost kingdom of orr came to cantha so we shouldn't have been too surprised to find 2 more artifacts that had to be carried and dropped.
It seems they liked the staff of orr and decided to carry this theme on into Factions.

I see no reason that at least the ritualist heroes shouldn't be allowed to carry such objects.
There was no reason to include this into prophesies or Factions as there were no heroes.
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