Sep 19, 2007, 12:56 PM // 12:56
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#1
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Krytan Explorer
Join Date: Aug 2006
Location: England,UK
Guild: Incredible Edible Bookah [YUM]
Profession: R/
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Hero Rules
I was thinking that a set of rules would be handy for hero's.
For example you could have a SS hero who has SS and echo and the rule could be:
Only use echo with SS
Or if you have a hero trapper a set of rules to echo trap or how to lay them etc etc
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Sep 19, 2007, 01:08 PM // 13:08
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#2
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Desert Nomad
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those rules you talk of are called "behavior" ...
something I really miss in GW's overall henchsystem, that could be a lot improved ...
look only in the game's Finally Fantasy 12 Gambit System ... this is imo the perfect way to "passively" command henches with giving them behaviors, which will tel the A.I. how it has to control the Hench/hero in certain situations ...
like for example automatically running out of AoE skills, like god damn enemies automatically do too ... we players have to make everything alone and to command our braindead henchs/heroes out of any aoe's ...
so signed
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Sep 19, 2007, 01:26 PM // 13:26
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#3
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Krytan Explorer
Join Date: Jan 2006
Profession: N/
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/signed
Yes it would be nice if you could difine your own skill chains for certain builds.
I can think of other instances like that. Glyph of renewal + Divine Spirit f.e. no other skill on the monk's bar need's that glyph.
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Sep 19, 2007, 01:34 PM // 13:34
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#4
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Krytan Explorer
Join Date: Aug 2006
Location: England,UK
Guild: Incredible Edible Bookah [YUM]
Profession: R/
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Yes Phoenix the gambit system was exactly what crossed my mind.
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Sep 19, 2007, 02:12 PM // 14:12
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#5
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Desert Nomad
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Quote:
Originally Posted by Tutis Evito
Yes Phoenix the gambit system was exactly what crossed my mind.
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yes, as mentioned sometimes, anet has really to learn from offline rpgs ....
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Sep 19, 2007, 02:25 PM // 14:25
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#6
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Krytan Explorer
Join Date: Aug 2007
Profession: N/
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/signed... i would love to run say a virulence mes or whatever on a hero
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Sep 19, 2007, 02:38 PM // 14:38
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#7
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Krytan Explorer
Join Date: Oct 2006
Location: Iowa, USA
Guild: HoTR
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/signed
But I dont see this coming in GW1, probably "out of scope". Would be great for GW2 though.
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Sep 19, 2007, 02:51 PM // 14:51
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#8
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Forge Runner
Join Date: Jun 2006
Location: Mancland, British Empire
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Ah yeah FF12's gambit system, what a great AI script that was. That bloody game could play itsef while I'm having my lunch or on the phone. Might be a bit to much for some people but could be good. Imagine the hero monk uses ZB when your health is below 50%, bang on target and never misses.
/signed
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Sep 19, 2007, 08:57 PM // 20:57
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#9
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Jungle Guide
Join Date: Jul 2005
Guild: Charter Vanguard [CV]
Profession: N/Me
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gambit system ftw
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Sep 19, 2007, 09:06 PM // 21:06
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#10
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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Yeah, I do wish they would use their skills effectively.
Like be able to tell them use this then that...
ie. Arcane Echo then SS or Glyph of Lesser Energy then Extinguish (or whatever)
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Sep 19, 2007, 11:34 PM // 23:34
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#11
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There could be three 'combo bars' for the currently selected heroes.
You select an hero ,the combo bars are empty.
Then, you move skills from their skills bar to each combo bar:
Skillbar: [1] [2] [3] [4] [5] [6] [7] [8]
Combo 1: [8] [7]
Combo 2: [6] [2] [3] [1]
Combo 3: [3] [4]
Then the AI would try to perform combos from 1 to 3.
If combo 1 has any skill recharging or disabled, tries combo 2.
If combo 2 has any skill recharging or disabled, tries combo 3.
If combo 3 has any skill recharging or disabled, uses own AI.
As soon as a combo, from 1 to 3 becomes available again, the AI tries to make it again.
I bet this would work.
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