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View Full Version : Stupid changes won't stop AFK Pet XP'ers


Dastion
09-23-2005, 04:58 AM
<DIV>This change may have worked in EQ1..but in EQ2 we have a thing called Implied Targeting.  All this change does is serve as an annoying game mechanic.  If I wanted to AFK farm (and I'd be tempted to just to show SOE how stupid a change this was), all I'd do is park myself someplace, put the pet on Stay, Guard Me, ect. Stand beside the pet, target it, and turn on auto-attack and "Auto Face Avatar in Combat".  Since you're likely fighting greens anyways, you're going to get a hit in, therefore you get xp without ever doing anything because your Implied target will change to match the pet's current target..and the pet will target anything that aggros you because it's guarding you.</DIV> <DIV> </DIV> <DIV>Like I said, it's a stupid change.  If they wanted to stop AFK farming they simply should have made it so that the "Guard Me" option automatically toggles *off* if the pet isn't directly issued any commands within, say, an hour's time segment.  Sort of an 'idle mode' for pets.  It amazes me how they'd be so narrowminded as to think of a "solution" which is serves as an annoyance to the Summoner community when they could have taken a little more creative thought.</DIV> <DIV> </DIV> <DIV>I know that if I'm out harvesting and I'm letting my pet kill wandering green agro while I harvest (wasps in EL), I'd much rather have to reclick the "Guard Me" option every hour (assuming I never issue any commands to the pet in that time) than have to stop harvesting and do damage directly to each wasp simply so that I have a chance at one one-thousandth (0.01%) xp and the chance at some [expletive ninja'd by Faarbot] wasp wings.  Even if the above work-around wasn't there, and the "1hp" damage mechanic made it so that summoners couldn't XP on greens while AFK, the option I put forward would still be better suited for the situation and cause less of an annoyance to necros.  Most of us send our pets in to attack manually anyhow.</DIV>

Moridian
09-23-2005, 06:22 AM
<DIV>That is an interesting loophole. Not sure how they are gonna get around that one. Maybe make is necessary to use a CA? Somehow, they are going to have to close this hole for good. It might end up not being too pretty. </DIV>

Named
09-23-2005, 08:08 AM
<DIV> </DIV> <DIV>That right there is a pretty nice way to die. If you leave auto attack on you are always marked as in combat, and you regen about 6 hps per tick while in combat if you don't have a regen item.</DIV> <DIV> </DIV> <DIV>6 hp regen per tick = death.. unless you're just trying to afk exp on one solo mob, which will net you about .3% exp for 8 hours afk killing it. =</DIV>

Dastion
09-23-2005, 09:04 AM
The point is that it's still a work around :p Anyways, just get an imbued robe or hp regen items for your "AFK" e<STRONG><EM>xp</EM></STRONG>eriences.

Urbanna
09-23-2005, 03:09 PM
I think it's a stupid [expletive ninja'd by Faarbot] change. How many idiots go afk and agro kill when they can get a ton more exp by using a third party macro that incorporates yous spells? What the hell is a worse problem: someone getting .2% exp an hour by standing there....or people botting their way to a lvl a day? Hell, I think MG's post yesterday about how it's just fine to take on heroic mobs as long as it's more efficient to grind solos should reflect on this issue as well. Standing there afk will NEVER be a quick way to get exp, nor can they monopolize a spawn (wouldn't be hard to take the mob before the pet does if you were watching). <div></div>

borw
09-23-2005, 07:42 PM
Not to mention it royally screws us when you are in a group fighting npc's that go down quickly. For instance in a group while going to CT in ferrot I missed out on several solo npc's due to the npc dying before my slow as skinrot could go off.