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zaszeadora
- Gryphon Knight
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- Posts: 321
- Joined: Sep 03, 2009 00:00
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by zaszeadora » Feb 24, 2010 19:59
Braxis wrote:Musikus wrote: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
Thanks. I'll do a proper bug report about it when I respec to spirit.
Cabalist pet speed buff are unbrakeable and last on combat, thats why its a special buff, dont works like this on utgards?
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Shav
- Myrmidon
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- Posts: 168
- Joined: Aug 24, 2007 00:00
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by Shav » Feb 24, 2010 20:03
Blue wrote: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.
So im waiting for shroom cap removal.
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Musikus
- Phoenix Knight
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- Posts: 1753
- Joined: Jul 22, 2007 00:00
- Location: Achau (bei Wien)
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by Musikus » Feb 24, 2010 23:43
zaszeadora wrote:Braxis wrote:Musikus wrote: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
Thanks. I'll do a proper bug report about it when I respec to spirit.
Cabalist pet speed buff are unbrakeable and last on combat, thats why its a special buff, dont works like this on utgards?
actually NO..thats why i said it.
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Gyrdldeer
- Warder
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- Posts: 23
- Joined: Jan 10, 2008 01:00
- Location: Munich
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by Gyrdldeer » Feb 25, 2010 00:04
Blue wrote: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.
i am still wondering how you can say such a thing, regarding all the custom changes on uth ? the only thing i am asking for is a increase of the sent pet attack range(and its not like only one realm benefits from that), the speed of the pets is fine also i dont care for the LoS thingy either (and there never was any sprinting _mobs_... just had some other delve speeds by scratch) its a big flaw in rvr balance imo - myself as sorc, cant put pets on casters/healers in the back of the fights because i am simply missing the range, means i have to push into the fight and that will result in my immidiate death , which means for myself the pet 100% useless.
Dont stick to your narrowminded ideas about being totaly livelike - they did change the attack range later on for a reason ..
sidenote: the actual range for sent pet attack is like ~1430 and not 1500 at the moment
And those who are about to rock, i salute you!
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Toblerone
- Banned
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- Posts: 1071
- Joined: Jan 27, 2010 01:00
- Location: Croatia
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by Toblerone » Feb 25, 2010 00:12
OdaHikaru wrote: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?
Because stealthers whined about it. Same reason legendary weapons were removed (stealther QQ about mages doing too much damage with debuff charge) and charges nerfed (stealther QQ about necklace of the body).
Dark Age of Camelot
1.88 Release Notes
Archery and Bounty Reward Notes
March 28, 2007
- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when the character being chased stealths.
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Splamo
- Myrmidon
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- Posts: 114
- Joined: Feb 12, 2010 01:00
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by Splamo » Feb 25, 2010 00:36
OdaHikaru wrote:3. Pets will immediately stop attacking a stealther who stealths (without vanish)
Blue wrote: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.
3. Intended customization
Toblerone wrote:OdaHikaru wrote: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?
Because stealthers whined about it. Same reason legendary weapons were removed (stealther QQ about mages doing too much damage with debuff charge) and charges nerfed (stealther QQ about necklace of the body). Dark Age of Camelot 1.88 Release NotesArchery and Bounty Reward Notes March 28, 2007- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when the character being chased stealths.
I'm still a relatively new player, but these statements boggle me. I've read that because this a "classic" server, there will be imbalances like there was in Classic Daoc. So why has the pets don't follow players who stealth thing been added? Seems unfair to have imbalances for some classes and not others. Is there a logical reason for this that I'm missing?
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Braxis
- Eagle Knight
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- Posts: 834
- Joined: Jun 03, 2009 00:00
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by Braxis » Feb 25, 2010 00:55
Splamo wrote:Is there a logical reason for this that I'm missing?
Some call that "The Uthgard syndrom.".
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silenced
- Phoenix Knight
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- Posts: 1074
- Joined: Sep 28, 2006 00:00
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by silenced » Feb 25, 2010 06:59
Toblerone wrote:Because stealthers whined about it. Same reason legendary weapons were removed (stealther QQ about mages doing too much damage with debuff charge) and charges nerfed (stealther QQ about necklace of the body).
Dark Age of Camelot 1.88 Release Notes Archery and Bounty Reward Notes March 28, 2007
- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when the character being chased stealths.
100% right. But complaining about is useless anyways.
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Ithiggi
- Gryphon Knight
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- Posts: 460
- Joined: Dec 05, 2008 01:00
- Location: Alberta Canada
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by Ithiggi » Feb 25, 2010 07:46
Splamo wrote:OdaHikaru wrote:3. Pets will immediately stop attacking a stealther who stealths (without vanish)
Blue wrote: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.
3. Intended customization
Toblerone wrote:OdaHikaru wrote: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?
Because stealthers whined about it. Same reason legendary weapons were removed (stealther QQ about mages doing too much damage with debuff charge) and charges nerfed (stealther QQ about necklace of the body). Dark Age of Camelot 1.88 Release NotesArchery and Bounty Reward Notes March 28, 2007- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when the character being chased stealths.
I'm still a relatively new player, but these statements boggle me. I've read that because this a "classic" server, there will be imbalances like there was in Classic Daoc. So why has the pets don't follow players who stealth thing been added? Seems unfair to have imbalances for some classes and not others. Is there a logical reason for this that I'm missing?
Uthgard fixed this "bug" before it was fixed on live. I play both pet and stealther classes here. This really doesn't bother me since missing pet pathing gives pet classes an atvantage in certain situations.
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OdaHikaru
- Myrmidon
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- Posts: 77
- Joined: Jan 08, 2010 01:00
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by OdaHikaru » Feb 25, 2010 09:39
There are several bugs with certain classes that will not be fixed on UThgard though, because fixing them will make it not "live-like." So you still havent give us a why as to why theyll fix some things arbitrtily to make them not livelike and leave others problems in tact to make it "live-like"
Bottom line is, I think there would be A LOT less uproar about certain issues if the Devs would come out and clearly state (with an adequate and well thought out rationale) why they act in a contradictary manner toward certain bugs and classes.
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zaszeadora
- Gryphon Knight
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- Posts: 321
- Joined: Sep 03, 2009 00:00
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by zaszeadora » Feb 25, 2010 11:43
OdaHikaru wrote:There are several bugs with certain classes that will not be fixed on UThgard though, because fixing them will make it not "live-like." So you still havent give us a why as to why theyll fix some things arbitrtily to make them not livelike and leave others problems in tact to make it "live-like"
Bottom line is, I think there would be A LOT less uproar about certain issues if the Devs would come out and clearly state (with an adequate and well thought out rationale) why they act in a contradictary manner toward certain bugs and classes.
Well i could be happy if pet classes could be useful, i can charm a caster pet that will be on melee all the time cause that strange "fix" few ago, could i get a respect stone to remove my instruments now that are not useful for charm like was on live and i remember and i was thinking that will work please?
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Gyrdldeer
- Warder
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- Posts: 23
- Joined: Jan 10, 2008 01:00
- Location: Munich
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by Gyrdldeer » Feb 25, 2010 13:46
Gyrdldeer wrote:Blue wrote: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.
i am still wondering how you can say such a thing, regarding all the custom changes on uth ? the only thing i am asking for is a increase of the sent pet attack range(and its not like only one realm benefits from that), the speed of the pets is fine also i dont care for the LoS thingy either (and there never was any sprinting _mobs_... just had some other delve speeds by scratch) its a big flaw in rvr balance imo - myself as sorc, cant put pets on casters/healers in the back of the fights because i am simply missing the range, means i have to push into the fight and that will result in my immidiate death , which means for myself the pet 100% useless. Dont stick to your narrowminded ideas about being totaly livelike - they did change the attack range later on for a reason .. sidenote: the actual range for sent pet attack is like ~1430 and not 1500 at the moment
shameless selfbump
And those who are about to rock, i salute you!
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Blue
- Developer

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- Posts: 15822
- Joined: Apr 22, 2005 00:00
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by Blue » Feb 25, 2010 14:14
OdaHikaru wrote:Bottom line is, I think there would be A LOT less uproar about certain issues if the Devs would come out and clearly state (with an adequate and well thought out rationale) why they act in a contradictary manner toward certain bugs and classes.
Happened several times and I won't repeat me endlessly. There is even a dedicated thread for it. zaszeadora wrote:Well i could be happy if pet classes could be useful, i can charm a caster pet that will be on melee all the time cause that strange "fix" few ago, could i get a respect stone to remove my instruments now that are not useful for charm like was on live and i remember and i was thinking that will work please?
It would be better for you to report a bug IF its a bug, not just claim that it is. That caster pets change into melee if the target is in melee range is the correct behavior. Show me your caster pet ingame that is melee all the time. I bet you can't, if it was casting as mob at all. If your charmed mob was also not casting as uncharmed mob before then its just a worldbuild issue.
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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zaszeadora
- Gryphon Knight
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- Posts: 321
- Joined: Sep 03, 2009 00:00
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by zaszeadora » Feb 25, 2010 15:29
Blue wrote:OdaHikaru wrote:Bottom line is, I think there would be A LOT less uproar about certain issues if the Devs would come out and clearly state (with an adequate and well thought out rationale) why they act in a contradictary manner toward certain bugs and classes.
Happened several times and I won't repeat me endlessly. There is even a dedicated thread for it. zaszeadora wrote:Well i could be happy if pet classes could be useful, i can charm a caster pet that will be on melee all the time cause that strange "fix" few ago, could i get a respect stone to remove my instruments now that are not useful for charm like was on live and i remember and i was thinking that will work please?
It would be better for you to report a bug IF its a bug, not just claim that it is. That caster pets change into melee if the target is in melee range is the correct behavior. Show me your caster pet ingame that is melee all the time. I bet you can't, if it was casting as mob at all. If your charmed mob was also not casting as uncharmed mob before then its just a worldbuild issue.
Well ill need do a pendragon accout for that seems, caster pet melee, but not at 500 range of target, you needed click attack button ( several times ) on a pet that you have charmed and are folowing you to make pet enter on melee combat, its not instant of range, and i have been minstrel for many years ago.
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