A request to extend pet send/attack range to 2000 units.
29 posts
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Yes the 2000 unit attack range was not implemented during the time period of this server's goal, but I do think this would be a fair custom to ask for for the following reasons:
Uthgard devs have incorporated SEVERAL CUSTOM (non pre 1.85) that effectively nerf the utility and usage of pets on this server. These custom nerfs are as follows: 1. No send to attack without direct LOS. In many circumstances, do to terrain issues, this can literally render the pet send useless unless the caster puts himself in grave danger. 2. Pets cannot attack stealthers who are partially stealthed. 3. Pets will immediately stop attacking a stealther who stealths (without vanish) 4. Pets cannot sprint ( thus an enemy can literally just sprint away from pet pressure. Considering the amount of customs that have been put in to curtail the perceived annoyingness of pets, I think it is only fair that the Devs here consider customing in a boost that was very badly needed for pet classes on live and extend the range of the pet send/attack to 2000 units (as it is on live now) Discuss Last edited by OdaHikaru on Feb 24, 2010 13:39, edited 1 time in total.
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sounds good - but would the increase in range do much considering the pet LoS here?
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Well 2000 pet range of attack was a good idea since live was same distance, i dont know why pets here have a so short range to attack and more since the pach that force it to MELEE if they stay on less than 500?? units of distance, on my minstrel i almost cant use my nukers pets anymore for nuke, and i spent 50 on instruments for that ><
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Neju I still wouldnt do much because of that coding... but it would still certainly help a lot in fair non-los issue circumstances.
I didnt bother to ask the devs to fix the los crap because I think theyve already stated that they are against it... Apparently they think it is overpowered or wrong to have pets being able to attack someone targeted inside a keep who is AFK... so they took away a feature that was a HUGE part of pre 1.85 rvr, and also nerfed pet sendability usage in the process. Zasz. I think it would be an absolute blessing if they did fix pet melee mode switching as well. As is, caster pets are fairly useless because of that, and can be taken out of casting mode so easily... it is sad. I dont know whether or not that is abug or a custom tho... would a dev care to comment on that as to whether or not that is working as inteded or bugged? |
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If it was not this way in 2003, it will not come. There will be no customizations which can be used as argument to make more customizations. This happens quite a lot on this forum.
1. LOS issues will be corrected. Maybe with a Keep check. 2. Partially stealth attack = propably a bug 3. Intended customization 4. Sprint issue = propably a bug IF pets really can sprint on live (I've never seen different speeds yet, mobs/pets had their constant speed in all cases. They can be speed buffed though) Don't ask for changing behaviour that is already working properly. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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Cabalist pet can sprint and does all the time, others can't.
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Please... |
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You do realise that 1.80 patch came in october of 2005 ? =) Or do you have a new policy ? |
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Is the intended behaveour of pet speed buffs to brake upon combat, which is the case on uthgard? If so, then its useless to have on any pet... I don't think that was the case on live, but I'm not sure. I'll just have to check it somehow. |
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should - is
pets cant outspeed mobs or players - they should, easy. they run with constant secondary speed 5 if not in combat for 3 seconds and permanently sprint in combat. cast pets should not go into meele unless directly attacked - they go into meele if anything is within 250 range which renders them useless. either the caster or the pet needs a LOS to send its pet - the pets needs LOS to the target. the pet can be send on 2000un, starts range attacks 1500un - pet can be send on 1500un. if a caster pet has not been attacked for 10 seconds and you put it on passive, then attack, it will start casting despite the enemy being in meele range. it will never go into meele combat unless directly attacked - once in meele range, ranged pets will always resort to meele combat. |
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is (on uth):
caba-pet-runspeed-buff breaks with combat of pet => makes it worthless should: stay active ALL the time no matter if pet is in combat or not. |
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Is that a post 1.80 change or was it like that on live all the time? Do you have any patchlogs by anycance? |
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i read all patchnotes after 1.80 (because they are lesser) the only change for caba-pet-speed i found was in 1.82 and said that speedbuff can no longer be overwritten by other speedbuffs. http://www.camelotherald.com/article.php?id=407 |
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Blue
First of all, I did not ask for a change in behavior of things that are working properly. I wrongly assumed that some things were customs- which you thankfully clarified are not and are just bugs. Secondly, I accepted what I thought were inteded nerf customs against pets, and only asked that a custom boost to pet ( which came later on live) be considered in the spirit of balance and fairness. I appreciate your response. I am new here, and hearing from you helps me understand why and how you do things (for future reference). That said, I do just want you to expain to me one last thing regarding this subject. In this thread, you stated specifically that if it was not implemented in 2003, it wont come here. If that is the case, what was the rational behind making a custom fix to a very deliberate ( and yet unchanged) mechanic that has always existed on live - stealthers not being able escape the pursuit of pets unless by the RA Vanish? edit: Also, does staff intend to fix coding that forces casting pets to go into melee if target is within 500 units? Last edited by OdaHikaru on Feb 24, 2010 19:01, edited 1 time in total.
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Thanks. I'll do a proper bug report about it when I respec to spirit. |
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