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CowwoC
Gryphon Knight
 
Posts: 256
Joined: Dec 28, 2010 01:44

Postby CowwoC » Dec 23, 2016 12:26

this questions goes for all the pet classes: do they work on uthgard as intended, or are there any issues with them?

one thing i notice, was the low range attack command range. i almost had to run into the gobos with my caby because the pet refused to run to them. i dont know if this is a bug, but in my memory the range was a bit higher, but like i said - my memory possible trick me here.

i also remeber that the zealot was realy strong back in the live days, at least from my alb perspective - ha. are they viable on rvr here? how about the theurg pets, if i remember correctly the ice(wind?) pets had some bugs here for some time.

thanks for your insight.

Kha
Gryphon Knight
 
Posts: 462
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Postby Kha » Dec 23, 2016 13:09

Still a decent number of bugs about pets. (Commands, pathing, range, resists, level cap, xp loss etc).
All classes included.

But for the main part, issue report are open and the staff work on this when enough data.

Just search PET or type the name of the class : Minstrel or Theurg etc on issue tracker, you'll see by yourself :)

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Foneb
Eagle Knight
 
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Joined: Jan 15, 2010 01:00

Postby Foneb » Dec 23, 2016 14:15

Worst thing ive seen is the creeping forward by caster pets when they attack thereby slowly entering the spot

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CowwoC
Gryphon Knight
 
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Postby CowwoC » Dec 23, 2016 18:36

Kha wrote:Still a decent number of bugs about pets. (Commands, pathing, range, resists, level cap, xp loss etc).
All classes included.

But for the main part, issue report are open and the staff work on this when enough data.

Just search PET or type the name of the class : Minstrel or Theurg etc on issue tracker, you'll see by yourself :)


Ugh, there is a huge number of reports - i wonder if anybody will run a pet class. :|

Foneb wrote:Worst thing ive seen is the creeping forward by caster pets when they attack thereby slowly entering the spot

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:D
I saw that yesterday, was fun to whatch how the pet could not decide to cast or run.

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Abydos
Game Master
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Joined: Jan 22, 2011 21:14

Postby Abydos » Dec 23, 2016 21:49

Don't confuse how people have used "Confirmed" with "Me too, but I have no data to provide"

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Kazyo
Myrmidon
 
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Joined: May 07, 2016 03:01
Location: Phoenix, AZ

Postby Kazyo » Dec 23, 2016 22:19

...or the confirmations are by people who don't have to tools to record video evidence to prove something is broken to deaf ears who will most likely just denounce it and say - this is our vision and goal.

Kha
Gryphon Knight
 
Posts: 462
Joined: Jul 03, 2016 18:16

Postby Kha » Dec 24, 2016 15:17

Yes, for now pet classes are in trouble.
Especially Bonedancer & Minstrels, hopefully staff will success to fix main part of major bugs before launch.

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Raifs
Gryphon Knight
 
Posts: 303
Joined: Nov 14, 2009 01:00

Postby Raifs » Dec 24, 2016 15:26

Bonedancers and Minstrels have never been working better on any other freeshard. Sure there are some minor issues but everytime I hear someone complaining about pet classes being not playable I wonder how much time they spend playing themselves.

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Cirdan
Eagle Knight
 
Posts: 527
Joined: May 19, 2016 22:48

Postby Cirdan » Dec 24, 2016 19:40

CowwoC wrote:this questions goes for all the pet classes: do they work on uthgard as intended, or are there any issues with them?

one thing i notice, was the low range attack command range.


This is working correctly. It was increased after 1.65

Patch 1.87
- The range in which a pet can be commanded to attack has been increased from 1500 units to 2000 units.

YOLKD
Gryphon Knight
 
Posts: 313
Joined: Apr 24, 2016 01:24

Postby YOLKD » Dec 24, 2016 20:03

question is though...does uthgard have it set as distance from pet or distance from controller?
Koochi made the beta quit.

Kha
Gryphon Knight
 
Posts: 462
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Postby Kha » Dec 24, 2016 20:11

Raifs wrote:Bonedancers and Minstrels have never been working better on any other freeshard. Sure there are some minor issues but everytime I hear someone complaining about pet classes being not playable I wonder how much time they spend playing themselves.


I've tested & played minstrel enough to be 5L6 tried solo & 8v8 aswell.


If you want examples ...
-1911 issue just TOTALLY ruin the gameplay (solo or 8v8) minstrel just become like a paladin : please demezz me, or damn am rooted.

-2489 ruins solo experience, but that's not important for everyone.
Also some ballsy minstrels could use big pets in group (rvr or XP). Why not.

Not saying it's unplayable, but you can't say it's "minor issue" either. 1911 &2489 i took as example are gigantic nerfs.
Obviously staff works on this cases. But looking at this am free to say "yes pet classes still have big bugs happening."

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seanbud
Myrmidon
 
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Joined: Apr 12, 2009 00:00

Postby seanbud » Dec 24, 2016 20:29

I've played cab quite a bit so far and haven't noticed any issues at all with the pet

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dblaha86
Myrmidon
 
Posts: 169
Joined: Jun 19, 2013 11:05

Postby dblaha86 » Dec 24, 2016 20:54

Animist has its share of issues. Main controlled pet aggro range is like melee range and fnf shrooms bug out and stop attacking quite a bit

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Genjiro
Developer
Developer
 
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Joined: Jun 09, 2016 21:26

Postby Genjiro » Dec 24, 2016 22:50

Kha wrote:
Raifs wrote:Bonedancers and Minstrels have never been working better on any other freeshard. Sure there are some minor issues but everytime I hear someone complaining about pet classes being not playable I wonder how much time they spend playing themselves.


I've tested & played minstrel enough to be 5L6 tried solo & 8v8 aswell.


If you want examples ...
-1911 issue just TOTALLY ruin the gameplay (solo or 8v8) minstrel just become like a paladin : please demezz me, or damn am rooted.

-2489 ruins solo experience, but that's not important for everyone.
Also some ballsy minstrels could use big pets in group (rvr or XP). Why not.

Not saying it's unplayable, but you can't say it's "minor issue" either. 1911 &2489 i took as example are gigantic nerfs.
Obviously staff works on this cases. But looking at this am free to say "yes pet classes still have big bugs happening."


@1911 (Release button)
This is currently only happening if you mass spam-charm the pet. Meaning: Holding the spam button down.
I may still fix this before relaunch.

@2489 (Charm levels)
To speed things up I need data about how:
a) the minstrel level affects the charm (all levels 5-50, skill 1-70)
b) the intrument skill affects the charm (all levels 5-50, skill 1-70)
c) the target mob level affects the charm (all levels 5-50, skill 1-70)

More precise: I need the % of success to charm a monster (level) X with player level Y and skill Z.
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Coloured text represents my personal opinion and is not associated with Uthgard Staff nor is it an official statement.

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Raifs
Gryphon Knight
 
Posts: 303
Joined: Nov 14, 2009 01:00

Postby Raifs » Dec 25, 2016 00:26

Kha wrote:

If you want examples ...
-1911 issue just TOTALLY ruin the gameplay (solo or 8v8) minstrel just become like a paladin : please demezz me, or damn am rooted.

-2489 ruins solo experience, but that's not important for everyone.
Also some ballsy minstrels could use big pets in group (rvr or XP). Why not.

Not saying it's unplayable, but you can't say it's "minor issue" either. 1911 &2489 i took as example are gigantic nerfs.
Obviously staff works on this cases. But looking at this am free to say "yes pet classes still have big bugs happening."


https://uthgard.org/tracker/issue/2650/ ... g_it_right

There were some hickups with the pet control, but that was fixed from what I have seen the last time we RvRed. The aggro behaviour of the pet, after the charm was canceled or ran out was reworked aswell. At the moment it is a close to 100% chance that minstrel is able to break out of CC and bonedancer pets are just op - as they should be.

But I agree with you that not all the work is done yet, maybe some dedicated minstrel player will help the staff with the tests they need, to work on those issues.

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