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Old Jul 03, 2009, 02:55 PM // 14:55   #1
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Default suggestion for less micro-managing

*No idea if there are other threads for this due to the disabled search function.*


So, like many others, I am rather lazy and not a big fan of micro-managing my heroes. A few months back I was playing another game series which had something called a "gambit system". This system allowed you to play as one character while controlling what other characters would do under certain conditions. Also, these conditions were also prioritized over others.

For example, the game had options such as "heal target party member when less than 25% health."

IMO, something similar to this system could be used instead of micro-managing heroes, and possibly make PvE and PvP more effective.

Anyways, it's just an idea.
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Old Jul 03, 2009, 03:24 PM // 15:24   #2
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/signed

Less micro-ing=more concentration on your surroundings.
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Old Jul 03, 2009, 03:33 PM // 15:33   #3
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/signed

Would certainly make using sin heroes easier with their chain combos.
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Old Jul 03, 2009, 03:48 PM // 15:48   #4
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Heroes already do some thing like that.
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Old Jul 03, 2009, 03:49 PM // 15:49   #5
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sound awsome idea very helpfull , /signed
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Old Jul 03, 2009, 03:56 PM // 15:56   #6
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It would be really nice if GW2 could have a scripting language for Companion AI.
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Old Jul 03, 2009, 04:02 PM // 16:02   #7
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Quote:
Originally Posted by Evil Eye View Post
Heroes already do some thing like that.
You have to manually click it though, or they have the 3 attacking positions, he's talking about an auto-micro, like "heal every target under 25% health, attack every target under 50% health", stuff like that.
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Old Jul 03, 2009, 04:04 PM // 16:04   #8
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Just out of curiousity.....

How much management to you do? What kind of hero setup/setups do you use that you have to micro them?

I guess im simply curious, seen as how I never micro-manage. Eh I shouldnt say never because Im sure Ive done it....but if I did it was/is rare. For me, I never have any trouble with doing what they are supposed to do.

Now that I recall, I believe prior to the last skill update....the only skill I really had to manage was Livia's Life.

Im all for your thought if can make the game a little more easy going/pleasurable. But I'm also hesitant to an extent if maybe its more of a build issue? Not a knock in sense.....just curious. More info is always good.
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Old Jul 03, 2009, 04:13 PM // 16:13   #9
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Quote:
Originally Posted by REDdelver View Post
Just out of curiousity.....

How much management to you do? What kind of hero setup/setups do you use that you have to micro them?

I guess im simply curious, seen as how I never micro-manage. Eh I shouldnt say never because Im sure Ive done it....but if I did it was/is rare. For me, I never have any trouble with doing what they are supposed to do.

Now that I recall, I believe prior to the last skill update....the only skill I really had to manage was Livia's Life.

Im all for your thought if can make the game a little more easy going/pleasurable. But I'm also hesitant to an extent if maybe its more of a build issue? Not a knock in sense.....just curious. More info is always good.
A lot of builds use managing, and if you're doing Hero battles, it's a PAIN.
Like Arkfenway (spiritual discord on Pvxwiki.com) it needs a lot of managing.

Maybe ad a panel for spirit control (similar to minion panel) and add a micro option for spirits aswell.
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Old Jul 03, 2009, 04:31 PM // 16:31   #10
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I'll just ask... but why?
it's useful for certain farming builds, but beyond that I can't see the need.
You can c+space 95% of the areas ingame (even in HM) with a decent h/h build.
And that's without micro'ing them.
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Old Jul 03, 2009, 04:51 PM // 16:51   #11
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Quote:
Originally Posted by miskav View Post
I'll just ask... but why?
it's useful for certain farming builds, but beyond that I can't see the need.
You can c+space 95% of the areas ingame (even in HM) with a decent h/h build.
And that's without micro'ing them.
Yes, you could do that, but the idea could add more variety to builds used, and make gameplay more fun because it is less repetitive.
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Old Jul 03, 2009, 05:00 PM // 17:00   #12
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Turn based RPGs is a lot different from real time RPGs. So you set priority to heal ally under X% and attack enemy under X%. That's exactly what a heal monk hero does already. When it has energy and the ally's health is low enough, it will use a heal skill. Otherwise it will attack an enemy. Support in turn based games is also a lot different. You can set a character as "support" and it will take turns using spells like protect on the entire team. The "support" feature is built in to making your hero bar a protection prayers monk, or some kind of support buffer.

You can pretty much create the gambit system by making the right hero bars. You can't just put 8 random skills and hope a hero knows what to do with it.

And did I seriously just hear an argument that discordway requires too much micro?
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Old Jul 03, 2009, 10:51 PM // 22:51   #13
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/notsigned.

Heroes already do this to some extent. They know they need to use big heals on people with low health. Making heroes be super specific doesn't sound like a good idea. I'd rather play the game myself rather than let computer settings make the difference between beating a mission and failing.
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Old Jul 03, 2009, 11:49 PM // 23:49   #14
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So what you actually want is a dumber blank state hero AI and more micro managing, but you want to shift all that to be handled before you leave the outpost?

Hmm, yeah I gotta say no.
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