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Old Feb 18, 2007, 05:31 PM // 17:31   #1
Wilds Pathfinder
 
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Default Recent Update Introduced Hero AI targeting issue

Sent this support, they seem to think this is intentional. I don't know why on earth you'd want it to work like this but there's been bigger changes I've disagreed with. Anyway:

As of the February 14th update, when a hero that was ordered away from the player by a flag is directed to use a skill, that hero will always use the skill on the player's target even if that foe is very far away. The Hero will run across the map, use the skill on the targeted foe, then run all the way back to the flag location.

Previous to this update, heroes that were flagged far away from the player target would use the directed skill on the hero's current target instead.

The new behavior makes it difficult or in some cases impossible to control heroes that are away from the player because the player has to manually target foes near that hero in order for the hero to use his/her skills on nearby targets. If the hero or its foes are outside radar range (easily seen on the Siege Cannon Hero Battle map, for example), then there is no way for the player to direct the hero to use its skills without the hero abandoning its post.

So, basically, no micromanagement of targeted skills allowed whenever you're split from your heroes. Am I the only one who thinks this is terrible?
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Old Feb 18, 2007, 06:07 PM // 18:07   #2
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CASTER heroes won't follow calls to save their life; melee heroes still do what they're told. Heroes set on Guard will also RUN into a called target more readily than a hero set on Attack.

Mobs have also stopped breaking aggro.

Those are my complaints, but I can't really say they were ever really fixed. >.>
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Old Feb 18, 2007, 07:50 PM // 19:50   #3
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All i know is that stefan and little thom will go out of there way to solo gank anything even if the rest of the party isnt moving or attacking at all
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Old Feb 18, 2007, 08:29 PM // 20:29   #4
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Quote:
Originally Posted by notskorn
All i know is that stefan and little thom will go out of there way to solo gank anything even if the rest of the party isnt moving or attacking at all
Devona too.

"Ok henchies, let's regen since you suck vs. Mursaat. Wait... where are... Devona, no, we didn't even aggro them! Get back!! Damnit, break's over guys, time to suck more than ever."
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Old Feb 18, 2007, 09:36 PM // 21:36   #5
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I saw this happen when I was in Hero Battles. Norgu and Master of Whispers were flagged way back, and the ran all across the map to use a skill on the opposing team.

However, I think I was able to fix them by setting their behavior to "Gaurd". But you can't do that with henchman so yes you're pretty much screwed there, and I'd love it if they changed this.
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Old Feb 18, 2007, 10:24 PM // 22:24   #6
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Ya its annoying, hell im still waiting on Anerf to fix the minnions from doing.
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Old Feb 18, 2007, 10:26 PM // 22:26   #7
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I was in Ring of Fire yesterday, to get some Igneous Spider Legs and Smoking Remains... As usual, the dwarf runs in to distract the mursaat... And then... ZHED SHADOWHOOF FRIGGIN FOLLOWS HIM xD

It was fun... For one time... But after I failed to get Smoking Remains from the Nightmares, I went another few times, and every time, Zhed would run after the dwarf, and would only come back after I targetted a Jade Armor who was, unfortunately for him, on the wrong place on the wrong time

It doesn't happen alot, but appearently the dwarf has suicidal influences on Zhed in Ring of Fire, as it happens time after time :S
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Old Feb 18, 2007, 10:55 PM // 22:55   #8
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Quote:
Originally Posted by reetkever
I was in Ring of Fire yesterday, to get some Igneous Spider Legs and Smoking Remains... As usual, the dwarf runs in to distract the mursaat... And then... ZHED SHADOWHOOF FRIGGIN FOLLOWS HIM xD

It was fun... For one time... But after I failed to get Smoking Remains from the Nightmares, I went another few times, and every time, Zhed would run after the dwarf, and would only come back after I targetted a Jade Armor who was, unfortunately for him, on the wrong place on the wrong time

It doesn't happen alot, but appearently the dwarf has suicidal influences on Zhed in Ring of Fire, as it happens time after time :S
Change Zhed to defensive, I've noticed all aggressive heroes follow the dwarf in that mission. besides being defensive anyway should cause less agro troubles in theory =p
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Old Feb 19, 2007, 12:10 AM // 00:10   #9
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i actually never had my heroes or henches chase after the dwarf o.o i was afraid they would but they didn't. *can't remember if she flagged them from the start or not*

But yeah, the warriors breaking off to fight things on their own is really annoying. What's also annoying is trying to flag them and pull something. The mob will only go out so far and usually before they reach a good spot Zhed is out there at the very edge of the bubble and starting to cast and Devona is running back and forth like a rabbit wanting to get it but knows she can't and bleh it's annoying. And then the pull is ruined and the minions go forward and yeeeeaaaaaaaaaaaaah.

i wish i could tell where their aggro bubble is at least _._ They're usually good at breaking off from the mob, for me at least. Cept for minions. But I guess that can't be helped since they're all like "Muuust Killllll o________________O"
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Old Feb 19, 2007, 01:49 AM // 01:49   #10
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Maybe the aggravating bugs in their behaviour is to remind us or prepare us for some PUGs?
I also don't like how heroes go all willy nilly if I die. And Zhedd is suicidal.
He sometimes does really bizarre things. Once he ran into the desolation for no reason. Why'd he do that?!? He was the only one who did it.
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Old Feb 19, 2007, 02:27 AM // 02:27   #11
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Yeah I have noticed that they don't attack the called target anymore...and run where ever they want....damn if I wanted to put up with this I would jump into a PUG
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Old Feb 19, 2007, 04:23 AM // 04:23   #12
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Anet's way to make us PuG . . .
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Old Feb 19, 2007, 05:41 AM // 05:41   #13
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Quote:
Originally Posted by Tempy
Yeah I have noticed that they don't attack the called target anymore...and run where ever they want....damn if I wanted to put up with this I would jump into a PUG
Really? Mine still attack the called target, in fact I always call my targets cos i don't play my tank and my current chars aren't front line worthy lol. But yeah, I'm having no issue with the called target. They still switch targets to what you attack though >_o annoying for my sin cos then i can't solo anything _._
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Old Feb 19, 2007, 06:14 AM // 06:14   #14
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Perhaps this is to stop Bonder hero/Player farming? I agree that it's annoying... Dunkoro quadrupled his DP in Gates of Madness running into the titans several times.
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Old Feb 21, 2007, 04:19 AM // 04:19   #15
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Add another bug to the list: Heroes set to Guard and flagged somewhere will now leave their post to go attack enemies that get within range. For example, on the Hero Battle map with the Cultist Shrine, if a hero is stationed there and an enemy at the center shrine gets within range, he/she will run all the way down to the center shrine to attack that enemy. So basically it's impossible to have offensive heroes guard that shrine.
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Old Feb 21, 2007, 06:58 AM // 06:58   #16
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If you reflag they will run back.. if you have good binds for your flags you can overcome the bad AI, but it is just that, bad AI, and it should be fixed.
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