Jul 24, 2007, 07:56 AM // 07:56
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#1
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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More Flexible Heros/Henchmen Control
1) assign one of the heros / henchmen to be a carrier of urns (anything need carrying) for instant, if you are playing warrior, you cannot be carrying an urn.
2) spread out heros / henchmen command, sometimes heros and henchmen are just very irritating, following you "closely" even when theres a meteor showing they still stand in a group, so I like to be able to spread them out when that happens.
thats it for now, if anyone has anything to add, please feel free to do so.
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Jul 24, 2007, 08:01 AM // 08:01
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#2
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Desert Nomad
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really like the second
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Jul 24, 2007, 08:35 AM // 08:35
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#3
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Academy Page
Join Date: Jul 2007
Location: South Africa
Guild: Shadow of the Celestial Eclipse
Profession: R/
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Keep it as is.
Even though the hero system works well and was a great addition to GW, improving them to a point where u can make the team nearly as powerful as a full human team will be a mistake.
There has to be something that human players can do that henchmen can't. Even though players will always have a choice to either team up with humans or with henchmen, making henchmen too powerful will eventually allow nearly everyone to accomplish anything without ever needing help from a human. In which case GW becomes less of a MMORPG and more of an RPG (feel free to reply by saying things like "It will still be a MMO...." etc.)
Look at the bigger picture.
Done...
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Jul 24, 2007, 08:40 AM // 08:40
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#4
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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My heroes team is always more powerful then human, hahaha, thats why I want more control because , let see, hrmz I finished most (99% of the time) of the game alone with henchmen.
Look at the bigger picture, people who MMO won't care what you can do or can't do witih the heroes anyway because they prefer human player.
this is for players who would notice the difference if anything is done to the heroes system.
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Jul 24, 2007, 09:03 AM // 09:03
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#5
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Lion's Arch Merchant
Join Date: Jun 2007
Location: Norway
Profession: D/
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I wouldn't mind some simple commands like "scatter", "stand your ground", and "conserve energy".
It's really annoying when henches get caught up in aoe's, and even when you flag them somewhere they run right back in because they must shoot the Whirling Defense ranger with their monk staff.
I want a "conserve energy" toggle just for when I want to bring my minion master hero. It's just plain inane that protmonks will spam Protective Spirit and stuff on a minion that's just standing there degenning.
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Jul 24, 2007, 10:10 AM // 10:10
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#6
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Desert Nomad
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The whole System around heroes/Henchmen needs to become imo better...
First of all:
Kick Henchmen, and make them to Heroe's to, when u want Henchmen, then there exists only heroes and the player can play with 7 Heroes instead of 3.
Its just plain stupid over time when u have like over 20 different heroes maybe and then u can use only 3 of them in ur team oO.
Since Heroes exists,who wants there to play still with dumb henchmen ???
MMO Game ok, but MMO should imo not mean, that it foreces u to play with other people together to have a chance to come further in the game cause of the reason that the KI of Henchs is too stupid or that u can#t give ur atm 3 Heros in the moment good enough orders to erase the lack of the stupid KI of the other henchs, and Heroes have in fact of using Skills a lousy KI too...
U can give ur hero ritualist ghosts, the hero needs much to long time, until he had cast in a good way his ghosts, so that the ghosts dont die within seconds in an aoe together or they they take to long time, till they decide to cast protection ghosts, ghosts which u normaly cast, before u run into an enemy group, to lower the first strongest damage u receive direct when u curush into the enemys and everything trys to kill ur monks first.
The PS2 game Final Fantasy 12 shows with its gambit system a wonderful system, id like to see in GW2 for the heroes u,
U must have as player the ability to give ur heroes some sort of priority, how they have to act in different situation, or they will stay ever dumb NPC's, which act only in a 3 way manner: attack, protect or flee and thats simple worse.
Heroes should get a lot more orders , then those 3 there, order like this:
Attack Target of Me > they attack everything, what the player attacks
Attack Strongest > they attack all first the enemy with most HP or highest lvl
Attack Weakest > ... have i to say something ?
Follow me > see above
Stay here > group or single heroes will stay at a point and people have not to set dumb markers on map/compass
Protect urself > hero will use more self buffs
Protect me > hero will use more buffs on the player
Protect all > hero will have the priority to buff the whole party
heal urself
Heal me
Heal all > see above
Retreat > heroes will try to run away from the enemies in hope they will stop following and heal themself/others when needed meanwhile
Lure > 1 selected hero get th job to try to lure some enemies, when u won't do it by urself
and so on, there r a lot more of useful orders, but who has played FF 12 can think of those, which i mean.
Stuff like iE. "Heal xxx, when"
With such a gambit system the heroes would act much better and the player could change, how the heores have to act in which situation.
The Hero system how it is in the moment is just crap and chaotic. monks, eles and so on will direct start ever only to run away, once a melee class hunts them, running wild around and forgetting, whats their work and what they have to do, until u killed their chasers.
to make it short: i hope in GW2 becomes the whole Hero system better, than in GW1, heroes need a priority system (gambits however), which players can set and declare, how the heroes will act in different situations.
In other words, give the heroes player customized KI's ...like u can give it to NPC's in the PS2 game FF12
PS: and give party the option to select a "Formation" for the party, when u play with heroes, so that they dont follow u just ever only in a dumb row and stand together in a circle, when u stop running.
We have in average 8 people, with 8 people u can do lots of different formations, than running only in a row and standing in an circle, when stopping.
i agree too, to those commands, like spread out ...
Last edited by Phoenix Tears; Jul 24, 2007 at 10:14 AM // 10:14..
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Jul 24, 2007, 11:20 AM // 11:20
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#7
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Academy Page
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Hi,
In my view, the most important thing that needs to be improved in heroes is their understanding of the skills. Casting skills that haven't meet the requirements to have effect, not casting other skills at all and not knowing how some skills interact with each other limits the builds that whee can assign to them.
Also, being able to have more than three heroes in the party at any given time would be great.
Has for most of the requests done here to improve Heroes, they are already possible:
*Select target (Weakest/Strongest/Whatever) = Target lock button;
*Position = Flags;
*Protect your Self/Player/Others, Lure = Flags and Manually casting of skills;
*Conserve Energy = Disable heroes skills;
*Combat modes are your friends (My monks heroes are awalys in avoid combat for obvious reasons. Casters and backup melle fighters in guard mode and, my "Tank" in agressive mode generally).
I know that you want that the Heroes be able to do everything by them selfs but, that defeats the objective of heroes that is to give you full control over your "team mates".
The interface its simple but powerfully. And has someone else said "The heroes are as good as the player controlling them". No offense.
Quote:
Originally Posted by Phoenix Tears
Stuff like iE. "Heal xxx, when"
With such a gambit system the heroes would act much better and the player could change, how the heroes have to act in which situation.
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I have though about this and, the only way to implement this is to have a Scripting system. But, this brigs allot more problems overall than the benefits it gives (Bots any one?).
And has a final note, over complicating the heroes system will lead to a "Command and Conquer" like game where, you spend all your time controlling heroes.
Have fun,
impression
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Jul 24, 2007, 08:01 PM // 20:01
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#8
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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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Just 'touching' an ally should give them any budle you carry (except, of course, Ritualist ash spells)
They usually scatter by themselves, but they rarely stick to a fixed place. I'd like to sed the 'width' of they are they can move in when flagged.
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