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Old Jun 13, 2005, 09:11 PM // 21:11   #21
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Originally Posted by codemonkey
So here is the issue that I believe should be taken into consideration: I cannot find a reasonable way to command my henchmen to do what I ask.

Case in point: Bloodstone Fen. I cannot run the bonus with anyone but a healer because my NPC's kill the guardians since they are deemed hostile mobs.

Second case: When I want to sneak around to watch mob patrols, or run away when badness happens (i.e. any encounter at The Wilds mission) I would like the NPC's to work as a team with me and any human players I have. Instead the NPC's continue the battle until I'm far enough away for them to go "oh, your leaving?" and follow me. By then they're usually dead or dying.

What I'd love to see is a simple number command system or something. That would be great. For instances:

1. Fight my targets: normal behavior I'd guess
2. Concentrated attack: NPC's fight my target and "stick" on it until its dead (rather then constantly switching to my target). Great for spell casters that want to spread the love of pain across a group of mob's w/o having the fighter henchies constantly moving between targets dealing 0 damage because they're walking so much.
3. Help me! : Switch to my target immediatley, or start healing me if that's your primary job.
4. Run Away: Concentrate on running, using defensive spells (haste, heal, etc.) to save yourself and get out as fast as possible.
5. Wait for it: Follow me, make no attacks (enchanting party/healing is an exception) and do not even attack if you are attacked.
6. Defensive: Keep the party alive, fighting is secondary.

Does that sound good? I've not seen anything like this in the current system. I have heard tons of my guild members complain that at high levels "npcs are not an option" and sometimes you just want to play alone w/o hoping you get a good group of people. Sometimes NPC's are better then humans because even in there current mode they listen better :-)

Sorry if this is a double post somewhere, I searched for the topic in a few forums before posting.

CodeMonkey

http://www.guildwarsguru.com/forum/s...070#post154070
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Old Jun 13, 2005, 11:14 PM // 23:14   #22
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Quote:
Originally Posted by Stev0
Awe crap! I guess my search for "henchmen" should have been "NPC" while looking for the post.

Well, I guess that validates the concept pretty good And that its really a big request.

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Old Jun 14, 2005, 12:42 AM // 00:42   #23
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Yes. Yes indeed. At least you would be able to play the game instead of begging real people to help you out only for them to cut and run when the going gets tough.
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Old Jun 14, 2005, 03:40 AM // 03:40   #24
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absolutly YES. those stupid henchy... grrr =/
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Old Jun 14, 2005, 07:38 AM // 07:38   #25
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I totally agree with being able to give the henchmen commands. As both my necro and my mesmer I want the henchmen to keep attacking 1 target whilst I spread chaos and doom amongst secondary targets. My ele would find it useful as well, just in case the focussed target dies, thus aborting my area of effect spell. Anet apparently have a fix in the works for that, though.

The "run away" command would also be really useful, especially for breaking up some of those large groups.

I also agree with the idea of having party members' energy bar show beneath their health bar (possibly as a thinner blue line) - that might particularly help warriors et al to see how little energy the casters have and perhaps (good grief, I live in hope!) curb some of the frantic rushing that seems to take place.
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Old Jun 14, 2005, 09:05 AM // 09:05   #26
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If you ask for a very simple fix/change, it's more likely to happen.

I've done a majority of missions with henchmen and I find that generally they are as good as or better than the average PUG I've joined. The only situation in which I start to really curse them is when I want to pull back from a situation, either slightly (to re-group to try to avoid extra aggro) or greatly (after aggro. and trying to retreat).

In that instance a /regroup option would be great. Something that would make the AI merely switch into their 'follow main char in standard formation' for 5 seconds or so. At that point their AI could kick in again to decide a) no local aggro, get into formation or b) return to battle. At this point you could again ask them to /regroup or possibly select a new target and ctrl-space your way to victory.


Of course there are a few AI path/script options that could do with tweaking, but that's not what this thread is about.
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Old Jun 14, 2005, 12:31 PM // 12:31   #27
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I have to agree on this too. I'm trying to get an elite monk skill from a breeze keeper in the ring of fire. Since there are only two locations he spawns, and regular mission people attack the front door we only get past one spot.
After doing this mission about 15 times with people and not getting the monk breezer (and constantly having to finish the mission cause I don't want the be one of those assholes that leaves) I decided to screw that.

So I tried it with henchmen. I'm not even gonna complain about the fact that they have only 3 armor pieces infused and they constantly die after each battle, but the fact that those idiots just start fighting in the lava area, no matter how far I stay out of it PISSES ME THE **** OFF!!!!

Clearly these commands are not a request, they are a HUGE MUST in order to be able to get something done with these NPC's
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Old Jun 14, 2005, 02:01 PM // 14:01   #28
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Well the energy thing would be useful for more then henchmen, then I'd not have to tell my random mission party to hold up (I hope) because 2 points of energy isn't enough to support the spell casting portion of they're party.

Typical scenario:
1. "Guys, hold up, need to regroup energy."
<warriors rush on>
2. "Guys?"
<one or more warriors die>
3. "no healing?"
4. "What part of hold up did you not understand?"
5. "Rez?"
6. "NO ENERGY SCREWBALL"

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