View Full Version : Pet LU31
Plurke
01-21-2007, 06:25 AM
<DIV>Pets will attack more reliably on stairs, and caster pets have learned to stand back and cast instead of running into melee range. Plus, adjusting the behavior of your pet will now properly persist though zoning"</DIV> <DIV> </DIV> <DIV>does this also affect our pet</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by Plurke on <span class=date_text>01-20-2007</span> <span class=time_text>05:26 PM</span>
Lyndro-EQ2
01-21-2007, 11:06 AM
Its a toggle, so it'll only affect your pet if you want it to. There are two new commands /pet ranged and /pet melee. /pet range makes the pet opt to stay out of melee range, /pet melee is the default behavior the pet currently has.
xOnaton1
01-21-2007, 11:38 AM
<div></div>Oh, sounds very nice! For coercers this will save us from playing yo-yo with our caster pets.Just one question about charmed pets-- will a newly charmed pet keep the instructions from the previous pet? Every time I charm a pet I have to turn off protect me and protect itself so it doesn't break mez all the time. It's pretty much second nature now, charm-click off-click off, but it would be nice to not have to do that every time.Othesus - Dirge - Lucan DLereVaspar - Fury - Lucan DLere<div></div>
Deson
01-21-2007, 12:31 PM
Is it safe to assume that these AI behaviors will be added to NPC's as well?Be good to know now so we aren't surprised by mage mobs that decide they want to stay away from our sharp, pointy sticks and blunt objects.<div></div>
Zork Phobos
01-21-2007, 01:51 PM
<BR> <BLOCKQUOTE> <HR> Lyndro-EQ2 wrote:<BR> Its a toggle, so it'll only affect your pet if you want it to. There are two new commands /pet ranged and /pet melee. /pet range makes the pet opt to stay out of melee range, /pet melee is the default behavior the pet currently has.<BR> <HR> </BLOCKQUOTE>Lyndro, if this is true and working as you say, I love you and want to have your babies. Going to test now. Thanks so much for addressing this.
Elephanton
01-21-2007, 06:00 PM
<BR> <BLOCKQUOTE> <HR> Lyndro-EQ2 wrote:<BR> Its a toggle, so it'll only affect your pet if you want it to. There are two new commands /pet ranged and /pet melee. /pet range makes the pet opt to stay out of melee range, /pet melee is the default behavior the pet currently has.<BR> <HR> </BLOCKQUOTE><BR>THANKS VERY MUCH FOR THIS!!!
Mihos
01-21-2007, 09:07 PM
<DIV>Kick [expletive haxx0red by Raijinn].</DIV> <DIV> </DIV> <DIV>Mihos</DIV>
Lyndro-EQ2
01-21-2007, 11:13 PM
<P>I'm just the messenger, but I'll pass the accolades onto the person who did it.</P> <P>This behavior won't be enabled on any other creatures by default, but it is something that we can activate on a creature by creature basis.</P>
Manyak
01-22-2007, 05:06 AM
<DIV>for as infrequently as i use the pet, this is an awesome change</DIV>
Naemir
01-22-2007, 05:10 AM
If this change works on charmed pets - it's great news for coercers.TYVM
Jvaloth
01-22-2007, 11:13 AM
I think it would be awesome if the mobs AI reacted in this manner too. Wizard mobs stand back and nuke while the fighters charge ya, keep them out of AE range etc..
Rothgar
01-22-2007, 02:10 PM
<div><blockquote><hr>Naemir wrote:If this change works on charmed pets - it's great news for coercers.TYVM<hr></blockquote>This behavior will work on any pet that you can control. Unfortunately it will not persist across pets unless their default behavior is set that way. I set necro mage pets to default to ranged as well as the warlocks that are summoned with Undead Tide. Probably all mage-type pets need to default to ranged. I like the idea of having pet behavior persist across multiple pets. I dont think this would be too difficult so I'll see if we can get it in the queue. I did some testing with NPC's that use ranged attacks only and it added a nice dynamic. I'm sure we'll see it in the future.</div>
Deson
01-22-2007, 02:53 PM
<div><blockquote><hr>Rothgar1 wrote:<div><blockquote><hr>Naemir wrote:If this change works on charmed pets - it's great news for coercers.TYVM<hr></blockquote>This behavior will work on any pet that you can control. Unfortunately it will not persist across pets unless their default behavior is set that way. I set necro mage pets to default to ranged as well as the warlocks that are summoned with Undead Tide. Probably all mage-type pets need to default to ranged. I like the idea of having pet behavior persist across multiple pets. I dont think this would be too difficult so I'll see if we can get it in the queue. <b>I did some testing with NPC's that use ranged attacks only and it added a nice dynamic. I'm sure we'll see it in the future.</b></div><hr></blockquote>Now that I'm looking forward to.</div>
buffquinn
01-22-2007, 09:23 PM
Slightly off the directed path of the current topic perhaps, but still dealing with our illusionist pets. The speed at which our pets move in over land zones is still very slow. This may be no more then a slight annoyance on regular servers, but on the pvp servers, it's debilitating when you run into an opossing faction and our pet is 2 mins behind us and the fight is over before our pets can catch up to us. Our pets have been slow like this for quite some time and it would be nice to see a fix in for this, as it has gotten me killed on numerous occasions, where I need to fight very quickly and don't have my pet available. The slowness of the pet is also multipled if I happen to jump off a small cliff or something, instead of the pet following me, he decides to run around and try to path down the slow way. My suggestions would be that the pets are given a significant speed boost so that when I am running around on my mount they are able to keep up with me. Glad to see the /pet range command added however, been waiting awhile for my mage pet to be given the intelligence not to melee fierce looking creatures who like to beat on him.
Chaoticwings
01-23-2007, 10:03 PM
<P>Awesome news.....thx in advance guys:smileyhappy:</P> <P><IMG src="http://eq2players.station.sony.com/signature?characterId=368098201"></P> <P> </P>
Terron
01-25-2007, 06:11 PM
I'm really looking forward to this <span>:smileyhappy:</span> <div></div>
xOnaton1
01-31-2007, 08:43 PM
<div></div>So, I've been looking for this change in the Test Notes and now in the Live notes. Did this get pushed back for some tweaks?Othesus - Dirge - Lucan DLereVaspar - Fury - Lucan DLere<div></div>
ugramu
02-01-2007, 02:03 AM
Apparently it is live, even tho not in patch notes. It works for necromancers but not for conjurers or coercers. No idea if it works on illusionists...<div></div>
Not working for Illusionists.<div></div>
Manyak
02-01-2007, 04:09 PM
<DIV>so, only necros can have their pets stand back? leet!!</DIV>
Lamprey_02
02-01-2007, 10:21 PM
<DIV>Guys, you do realize that in this very thread a dev posted that this works for ALL pets, and has been set as default for necro mage pets, correct? That means everyone else simply needs to type /pet ranged and it'll work for them as well. It seems like a very simple tweak to make to defaults for the other classes and will surely be made to other class pets soon; in the meantime, just make a macro or something.</DIV>
<blockquote><hr>Lamprey_02 wrote:<DIV>Guys, you do realize that in this very thread a dev posted that this works for ALL pets, and has been set as default for necro mage pets, correct? That means everyone else simply needs to type /pet ranged and it'll work for them as well. It seems like a very simple tweak to make to defaults for the other classes and will surely be made to other class pets soon; in the meantime, just make a macro or something.</DIV><hr></blockquote>You are aware that it was broken yesterday and was fixed in today's hotfix right? If not, then please don't discuss the matter.
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