Pets vs stealthers, need help with test createria
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Hi, I died in a RvR zone
I play an infiltrator with comp stealth at 50, and I frequently die to this very interesting feature PETS!! Does it work as intended at 1.65? I hate when they find you "long time" after I stealth, but as far I remember they did that then too. But what I have a much harder to live with is these pets that come hit you (grey-yellow), even owner had no time to react seeing you on its own, but thanks to staying on aggressive it finds you. They are better than super humans. Worse it get in narrow places like DF where they can sweep around have it on agro and it doesn’t attack grey mobs but if they pass you, and see you a millisecond the pet pop you. I pay 702 spec points to get 50comp stealth (should be my best defense) and I think even normal visuals find me to easy, but pet owner's is the worst pain in the ass. How can this "working as intended" feature be tested out? What does the GM's need to look at the subject? |
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Working as intended for the principle. Am not entirely sure grey pet should find you that easily though ...
Thing is, the mechanic doesn't work on live anymore, can't be tested further. However, a blue yellow orange red purple pet popping you at decent range if agressive is totally normal. Maybe stay far enough from the usual paths to avoid this problem (but still close enough to engage whatever enemy you'd want to kill)... I know, it's some Captain Obvious material right there, but i know some stealthers manage to do it easily. |
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If only the owner had to have you as target i would be fine. That ment they had to do an effort to find you
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Will the chance be the same to spot someone from stealth in a dual as in rvr vs a hib/mid for testing purpose?
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They could atleast make it so if pet was on agro it attacked greys as well.
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Normally pet stealther discovery should work the same as any mob or any player without stealth.
The only mobs or pet that could discover you easily are called scouts who should have the same discovery ability as stealthers. It is not clear which pet/mob should have this. I would believe that the Hunter pet are scouts. Normal discovery range is 125 units + 20 or 25 per level difference between the enemy and your stealth level. So if you have 50 in stealth and the pet is lvl 50 he should only have a discovery range of 125 units, which is about the size of a briton horse. Reminder to Self: Quality over Quantity, what is the Value here?
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Stealth detection range was reworked early November '17
Issue: https://www2.uthgard.net/tracker/issue/3949/ This contains players and mobs/npcs/pets. Some monsters do have true sight. This list might still be incomplete or even wrong in rare cases. To check I'd need to know the mob name and its rough level/location. A monsters level does influence its detection ability. A orange/red/purple con monster is more likly to detect a stealthed unit nearby. This is also the case if said monster has been charmed successfully. What is still unknown for monsters is if "detecting a stealthed unit" is a one, two or three step process/cycle like: 1) detect unit (monster turns to unit or location the monster detected the unit) 2) uncover unit 3) aggro unit We currently have one step: detect + aggro Destealth should be triggered after the mob/pet actually hit the target. News || Getting Started || Rules || Issue Tracker
Coloured text represents my personal opinion and is not associated with Uthgard Staff nor is it an official statement. |
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So con of pet make a diffrence on caster pets?
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Back on live if i remember right you got a message that a mob was about to see you might be the shedders and cambions in DF
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I remember in classic, I was playing a stealther (until lvl 12 only :p)
But I remember clearly the process: - I stealth. - I move toward a mob. - I stop moving when the mob turns to me. - I throw my rock so the mob turns away from me. - I continue until in range of PA - I PA So while the mob is distracted from my rock, he cannot uncover me anymore. Extra source: https://www.youtube.com/watch?v=WBhb_bHgiKc So if I think in terms of mechanics for coding: There must be 3 ranges: First Range is the Safe range which is the range at which you are safe to move stealthed Second Range is the Discover range which is the range a which the mob detects you and turns toward you. Third Range is the Uncover range at which the mob will run toward you to attack you. The Distraction ability should turn the ranges from a 360 circle to a 180 frontal arc range. I don't know about PvP interactions (pets) but it should be similar, although I doubt that summoned pet should have a higher detection range than their master, while charmed pet should keep the same detection mechanic as they have if they are not charmed. Reminder to Self: Quality over Quantity, what is the Value here?
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This Sounds correct to me Sent from my iPhone using Tapatalk |
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Possible in anyway to verifie this?
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