[Suggestion] AFK AI Solution.

[Suggestion] AFK AI Solution.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

The Lake Doris farm needed nerfing, but was there a better solution?

I propose that any AI follow the player’s target. If the player is not actively attacking a target minions, turrets, and pets do not do anything. They simply await orders.

This would fix AFK turret, necro, or even ranger pet farms because currently the AI attacks whoever attacks the player or wanders to close. If engineers still wanted to farm, they could, but it would require continuous input. This would also provide greater control over the player’s AI like minion petting zoos.

Or perhaps AI will never count as kill contribution which would end AFK AI farming?

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[Suggestion] AFK AI Solution.

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

You mean completely and utterly break the purpose of turrets, which is zone denial and zone control.

Your proposed solution does nothing for the problem other than guts skills without solving the root issues.

Fix the underlying economic issue that required there to be a “Farming Location” and you’ll solve the desire to “AFK Farm”. It’s really that simple.

[Suggestion] AFK AI Solution.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

You mean completely and utterly break the purpose of turrets, which is zone denial and zone control.

Your proposed solution does nothing for the problem other than guts skills without solving the root issues.

Fix the underlying economic issue that required there to be a “Farming Location” and you’ll solve the desire to “AFK Farm”. It’s really that simple.

Break turrets?
You mean make them attack with purpose and focus?

Add “United Chi” to your friends list or guild!

[Suggestion] AFK AI Solution.

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

You mean completely and utterly break the purpose of turrets, which is zone denial and zone control.

Your proposed solution does nothing for the problem other than guts skills without solving the root issues.

Fix the underlying economic issue that required there to be a “Farming Location” and you’ll solve the desire to “AFK Farm”. It’s really that simple.

Break turrets?
You mean make them attack with purpose and focus?

Which is counter to their design. Correct, that’s breaking them for no real goal.

You’re trying to solve a problem “The Economic Impact of Farming”, by attacking “Skills”. That’s not how you solve an economic problem. You increase/decrease sources/uses not touch something that has 0 impact on it.