Ok... a recap of things I've seen that need to be fixed in BGs
Using carbonite, I see little blue circles with red x's on my minimap indicating a battle going on that is beyond my visual range - but basically being reported to me by the other players (probably due to declining health). If my minimap can get that telemetry, then HB can too and base decisions on it. aka, why would my toon run towards a base that has zero of my own players anywhere near it? It would be a pretty safe assumption that as I get close, it's going to turn really ugly, really fast.
+1 - EOTS - the start path drop has already been mentioned...
+1 - Targetting issues already mentioned...
Get the toons to focus on the objectives (bases and/or flags) and avoid fighting on the roads if possible. If I can spot an approaching enemy and swerve my path to avoid him while moving towards the base I'm riding towards, so can the bot. Of course, that doesn't mean it will be any more effective than I am sometimes. If they move to intercept you, they often will be succesful and you will be forced to engage. WE KNOW that fighting on road is not good if you are trying to win - our bot should know the same...
Originally Posted by hbaioni
I have a couple of suggestions that would improve BG BOT a lot, and i think they are not that hard to implement. I am a developer myself, i code in C and JAVA, and i think the conditions i want to evaluate are quite simple...
1) Multiple path system: BG BOT should choose randomly between several "path" profiles. So that it won't take the exact same route all the time. The hotspots could be the same, but the way to get there should not.
2) Smart evaluations: The bot shouldn't just run between hotpots killing enemies, there are certain conditions it should evaluate in order to decide its next movement. Here are a couple of samples:
a) IF a tower has been captured AND there are team-mates trying to re-cap it, the bot should go there.
b) IF a tower is about to be captured AND there are team-mates, the bot should go there and help DEFEND
c) IF most of the players are fighting a boss, the bot should go there.
d) IF the flag has been captured, the bot should locate and pursue the flag carrier
e) IF the enemy flag is in their base, AND most of the enemy players are fighting outside, the bot should try to capture it.
g) IF a base has been captured, or about to be captured, AND there are team-mates defending it (OR there are few enemy players around it) the bot should go there and try to capture/defend it.
All these evaluations should be made considering the on screen messages (IE: "The alliance captured the farm") and the number/location of allies/enemies.
3) Random un-stuck behavior: Currently, when the bot finds a blockade, it always behaves the same way. At first it tries to run thru it (which is impossible, by the way), then it tries to jump (again pointless), and then it walks back, it walks to the right, and continues. It should choose from a number of pre-defined behaviors, and try one different each time it gets stuck. It should also have a "timeout" for the un-stuck movement. IF it tries to un-stuck unsuccesfully for 10 times, and its still in the same place, it should use its heartstone and leave the BG. It should'nt keep trying the same movement over and over. (This last thing applies outside BGs as well).
So... if a node is capped by us and there is combat on it or very nearby... go there. If a node is capped by the other side, there is fighting by our team then go there BUT prioritize based on distance. Go to a closer combat area before one that's further away.
We should get to choose your priority for your toon: 1) Attempt to win the bg... aka, do things that are good for the team - assist defending our nodes under attack, assist their nodes that our team is attacking, attack their flag, defend our flag carrier - things we know help win the Bg. 2) Max HKs - already have top tier gear and trying for your Bloodthirsty title? Then your toon should just look for the closest battle and head towards it. Sure, you're not going to be popular with your team since you are probably spending the majority of your time 'fighting in the mid' (WSG/EoTS reference) but you'll get max Hks or 3) Try to win until it becomes obvious that it's not gonig to happen and then switch to HK mode. Yea, this is more subjective, but if you're down 2-0 in flags, you're in a battle where the other team is more than 50% done and has 3x your point value as examples...
I know that the logic would start off pretty weak but if it was implemented at all - and then could be tweaked - this would literally be a game changer.
Not exclusive to BGs but certainly applicable:
Would it be possible for the game to record errors to the mesh as it finds them into an update file and then allow us to click an SendUpdates utility and it would check if we had any updates, and if so, connect to the HB server and upload the updates? I figure that as our toon ran around, if it got stuck on something, it could make note of it and then all of us could upload our updates on a regular basis and help to improve on the Mesh. It would take a bit of programming for the HB program to actually recognize an undocumented obstacle and ensure that it's not an error like when my toon thinks it's stuck in the middle of an open field and jumps into the unstuck routine.
PS. Absolutely LOVE the idea others have mentioned about some smart logic concerning chat - knowing what you're near and calling inc's and all clear by location!
This is alot of info and along with what everyone else is asking for, a metric butt-ton of requests... BUT I for one am very thankful that BGs are being actively worked on again and hope that it will be a long term, continuous process.