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Old Mar 12, 2009, 02:33 PM // 14:33   #1
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Default Minion AI? Maybe they're just getting confused but...

Okay, just a quick one really, I was playing FA as Luxons, got in through the gates using Aura of the Lich and Rt Healing skills, then I came under attack from a single Kurz warrior, and my screen of minions was....where? Oh, stood over in the corner, doing nothing at all. Not trying to get at an enemy ( wrong corner ) just refusing to move. They've done this in open areas as well, they all get into a neat formation, then just stand there without moving. Is this particular to FA perhaps where repairing gates etc. screws with their AI, or something else? When you can only summon minions once every 45 seconds, it doesn't help to have them just stand there doing nothing.
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Old Mar 12, 2009, 03:28 PM // 15:28   #2
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If kurzicks are standing on the ledge between the two gates the minions will run over to the ledge and try to get to them. They will just stand there stuck. Not 100% sure but even when the gate is broken that would allow them to get up onto the ledge they just stand there still trying to walk up the wall. It has always been like that. Idk what to tell you as far as a solution except maybe stand inside the second gate and make the minions so they will run around the ledge instead of into it.
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Old Mar 12, 2009, 03:29 PM // 15:29   #3
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The "AI" on minions has always had its issues. They obviously still do. I still have problems with them running away from one creature for an extended period of time.

So you know there has been mulitple updates/fixes with regards to this. My guess is its something that will continue to have fixes for in the future. Just continue to report it so Anet knows.
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Old Mar 12, 2009, 03:34 PM // 15:34   #4
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The gates are probably the reason, like how we 'band' or 'rubber-band' with lag, it could of happened to the minion AI.
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Old Mar 12, 2009, 04:53 PM // 16:53   #5
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just poor targeting choices. would be nice if they followed called targets ;-)
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Old Mar 12, 2009, 05:35 PM // 17:35   #6
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Quote:
Originally Posted by Songbringer View Post
Idk what to tell you as far as a solution except maybe stand inside the second gate and make the minions so they will run around the ledge instead of into it.
Two solutions:
1) Play as a Kurzik and use [aura of the lich] next to the kurz npc followed by spamming of your favorite sac skill... or
2) Time it so you have access to [aura of the lich] when you need it.

Minions react to agro, and they don't give a damn what you want. So be a better shepherd, and they will do what you would expect them to.
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Old Mar 12, 2009, 09:52 PM // 21:52   #7
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Quote:
Originally Posted by TheodenKing View Post
Two solutions:
1) Play as a Kurzik and use [aura of the lich] next to the kurz npc followed by spamming of your favorite sac skill... or
2) Time it so you have access to [aura of the lich] when you need it.

Minions react to agro, and they don't give a damn what you want. So be a better shepherd, and they will do what you would expect them to.
That's possibly the most useless post ever. It's not a case of minions not doing what I expect them to do, it's a case of them doing nothing at all. Outside of aggro, they don't move, someone comes into aggro range? they still don't move. I'll try and screenie it maybe. They don't even seem to react when attacked, and in various cases they don't even seem to be "confused" with what they're doing, they just don't move at all. For example in situations where I know they'd normally be wandering about engaging targets, they won't even move, in an open area as well as inside the fort of FA. It's normally fine, I just wondered if anyone had a definite answer/reason as to why they do this.
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Old Mar 13, 2009, 02:22 AM // 02:22   #8
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My guess is that target-selection algorithm has picked a target that the pathing algorithm can't find a way to reach.

Quote:
Originally Posted by Eragon Zarroc View Post
would be nice if they followed called targets ;-)
To a certain degree, they do. It's just not given a very high weight in the equation.
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Old Mar 13, 2009, 04:29 AM // 04:29   #9
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think in a way they are stupid to vaguly balance them with pets/spirits
but they still own both pretty hard tbh
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Old Mar 13, 2009, 04:01 PM // 16:01   #10
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Well yeah, when minions work they're awesome.

For example todays best FA team included:

3 AoTL MM's, 2 monks, and me with AoTL and Rt healing skills/spirits. I had hardly any minions lol since I was mostly healing, but I was losing over 200 health when I used Blood Of The Master. ( Offset by using Generous was Tsungrai, just drop the ashes to heal 200+ after healing the minions. ) We had barbs, mark of pain and all sorts of other goodness going on, but most importantly, I never had or saw any of our minions seem to get confused, lost or cease doing anything.
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Old Mar 13, 2009, 05:44 PM // 17:44   #11
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^blood of the master Heals all allied minions ,so if u did not have any minions the other 2 mm's in your team had
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Old Mar 13, 2009, 08:24 PM // 20:24   #12
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Yeah sorry I wasn't clear, I was just using it to explain that while I had few minions, there were lots in play ( hence saccing 200 health ). I realise that BoTM heals allied minions. The point was that even though there were a lot of minions, they all seemed to be acting normally. It seems to be when I cast too close to a wall, that they tend to stand idle.
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Old Mar 19, 2009, 04:08 PM // 16:08   #13
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I'm quite certain this is entirely caused by the gates in FA, the minions are aggroed by somone on the wall and the attack pathfinding takes them over to the wall since they can't actually get up there otherwise. Idk why but it seems like the ai never re-evaluates it's pathfinding in this situation, it's annoying but I've noticed a few bugs like this happening whenever there's activatable gate/bridge mechanisms around. Not only with minion ai but general pathfinding as well.
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Old Mar 19, 2009, 11:26 PM // 23:26   #14
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Answered long ago so time for a close
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