Jun 17, 2008, 09:28 PM // 21:28
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#61
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Wilds Pathfinder
Join Date: Sep 2007
Profession: A/E
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Although I still would like to have heroes stop healing pets. I dont really care anymore.BUT for the record Magma is NOT right, the game already distinguishes between Pets/minions/Allies.
If it didnt Charm Animal,Comfort Animal,RaO,HaO,BotM ect. would NOT work.
Pretty much anything is possible in coding.
I know for a FACT that a toggle could be implemented to ONLY affect pets and keep the heroes healing NPCs. But its not going to happen.
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Jun 17, 2008, 10:41 PM // 22:41
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#62
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Forge Runner
Join Date: Jun 2005
Profession: W/
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would help if they'd stop casting Prot spirit on minions ...
but realy, the AI sucks pretty bad. This isn't the only problem. Doubt they'll make AI chances
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Jun 18, 2008, 12:47 PM // 12:47
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#63
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by Hailey Anne
Although I still would like to have heroes stop healing pets. I dont really care anymore.BUT for the record Magma is NOT right, the game already distinguishes between Pets/minions/Allies.
If it didnt Charm Animal,Comfort Animal,RaO,HaO,BotM ect. would NOT work.
Pretty much anything is possible in coding.
I know for a FACT that a toggle could be implemented to ONLY affect pets and keep the heroes healing NPCs. But its not going to happen.
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[spell shield] - can't be used on a pet, ally, or team member. The game can clearly limit what spell can be used on who. However, a spell like [word of healing] can be used on anything but an enemy. How would the game distinguish between a pet and an ally on a spell that can target ANYTHING?
Awaiting a detailed explanation from the master game programmer so I can understand. You make bold claims, I'm still waiting for proof.
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Jun 18, 2008, 03:39 PM // 15:39
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#64
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Desert Nomad
Join Date: Aug 2007
Guild: Primeval Warlords[wuw]
Profession: R/
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Quote:
Originally Posted by MagmaRed
Awaiting a detailed explanation from the master game programmer so I can understand. You make bold claims, I'm still waiting for proof.
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This isn't really a "master level" problem.
As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those.
Furthermore, it only stands to reason that the AI has access to these mob type determinations. Aside from using Res Signet on a fallen party member that has already been raised with FomF, even Anet wouldn't make it decide to cast spells that would pop up an "Invalid target' message for a player. So the AI has to know that, for example, Master Togo is an Ally and needs healing. Heal party will not work, but Dwayna's Kiss will. Zho has to know that the Jotun Bladeturner is an enemy, so her goal is to kill it.
It's also obvious that the AI has access to as much, if not more, information than the player. Koss will stupidly run right through the enemy frontline to chase an enemy monk (I've seen him do it. Thats why I stopped using him) because his AI tells him that monks are primary targets (using pvp tactics as a baseline for pve AIs is a bit.. iffy, but that's another rant). The AI also has much better "battlefield awareness" than the player. H/H know when a monster is at low life, even if it is "behind" them, whereas if it is off screen, a player has to be targetting it or tabbing through, and will go after it if not directed otherwise.
Don't underestimate the complexity of the AI. It might not be very good, but it is not simple.
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Jun 18, 2008, 04:01 PM // 16:01
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#65
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Ancient Windbreaker
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Quote:
Originally Posted by Targren
(........ snip........) As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those.
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May I present: [heal area]
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Jun 18, 2008, 05:43 PM // 17:43
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#66
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Desert Nomad
Join Date: Aug 2007
Guild: Primeval Warlords[wuw]
Profession: R/
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Quote:
Originally Posted by quickmonty
May I present: [heal area]
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LOL, you got me...
Seriously though, speaking programmaticly.. The target on that is Self, and has an AoE range of "Adjacent."
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Jun 19, 2008, 01:35 AM // 01:35
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#67
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Wilds Pathfinder
Join Date: Sep 2007
Profession: A/E
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Quote:
Originally Posted by Targren
This isn't really a "master level" problem.
As you said yourself, there are already spells that have specific targets (Self, Party Members, Allies, Pets, Enemies, Locations, Fresh Corpses... did I forget any?) This is proof that there is a mechanism in place to limit what spells can be cast on what targets. A spell that can target "Anything" (is there such a spell) would simply be set up so that the valid target list included all of those.
Furthermore, it only stands to reason that the AI has access to these mob type determinations. Aside from using Res Signet on a fallen party member that has already been raised with FomF, even Anet wouldn't make it decide to cast spells that would pop up an "Invalid target' message for a player. So the AI has to know that, for example, Master Togo is an Ally and needs healing. Heal party will not work, but Dwayna's Kiss will. Zho has to know that the Jotun Bladeturner is an enemy, so her goal is to kill it.
It's also obvious that the AI has access to as much, if not more, information than the player. Koss will stupidly run right through the enemy frontline to chase an enemy monk (I've seen him do it. Thats why I stopped using him) because his AI tells him that monks are primary targets (using pvp tactics as a baseline for pve AIs is a bit.. iffy, but that's another rant). The AI also has much better "battlefield awareness" than the player. H/H know when a monster is at low life, even if it is "behind" them, whereas if it is off screen, a player has to be targetting it or tabbing through, and will go after it if not directed otherwise.
Don't underestimate the complexity of the AI. It might not be very good, but it is not simple.
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Thank you.
Atleast someone understands that you dont have to be a prograaming genius to know that the game already can tell the difference between pets/allys/minions ect.
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