Sunday, March 2, 2008

Friendly AI in.. you guessed it; Guild Wars

Let us start back at the beginning, in a land called Tyria, a chapter called Prophecies. After leaving Pre-searing, players will find a lot of changes. Two of those changes are an increased party size (2 to 4) and a couple of people hanging out by the door of any outpost / city. These fellows are quite the useful thing. They are called henchmen and you can grab as many as you like (until there are no more or your party is full) and go out killing. This means a lot less PuGing! Nobody likes PuGs! and in Guild Wars you almost never really have to. The henchmen start out at low levels, but as you get farther in farther in the game, their level increases and eventually they have Elite Skills as well.
Cantha also had a wide variety of henchmen and an interesting system with some of them as the nation is essentially split in two factions, the Kurzicks and the cowardly Luxons. A few henchmen belong to one of these groups so you won't find them in the other side's territory, but there will be someone else to replace them over there.
With the introduction of Nightfall came the... magnificent inclusion of heros. Heros are similar to henchmen, but about 83x better. You control their actions, their skill choice, their weapons and to some extent, their armor. And unlike henchmen, heros level up with you, or from you.. They start out at a low level but as the levels go up, they stay at that level, meaning you can have a group of 4 level 20's to wipe out some level 8's in seconds.
They can be set to attack, defend, or avoid combat.. which henchies can not be, and this is so incredibly helpful. However, you must remember to change their settings when you need to. The same goes for flagging - marking where you want the heros/henchies to stand.
Eye of the North introduced 10 more heros, one for each class, and I tend to prefer these ones over the NF ones. They also start out at level 20! And many of them are not humans, always a plus in my book.

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