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Tharangus
10-20-2005, 06:12 PM
<DIV>I'm sure most of you are aware of the problems that we face in areas where pet pathing is severely bugged.  I frequently get the "cannot send pet to attack implied target" error, even though the mob is standing right there in-front of me beating on my friends.  I am interested in hearing how other necros have been dealing with this issue.</DIV>

cainen76
10-20-2005, 06:16 PM
Hmmmmm dunno if im lucky but i gotta say i dont get this problem pathing is dubious on ocasion in caves..... but more cause i leave the pet to kill something then wander off and it takes ages to get back to me..... <div></div>

metalo
10-20-2005, 06:20 PM
Yes this needs to fixed ASAP. I have problems sending pet to fight even on flat ground like the Court of Coin instance. It jsut doesnt listen, must have to do something with heights, opponent is heigher or pet is standing lower. All you can do atm is run around and spamm pet attack till it finally hears but the fight is almost over by then = <div></div>

nhdjoseywales
10-20-2005, 06:42 PM
<P>ive seen what metalord is talking about and just guessing based on 5 years of eq1 and 2, yes its probably a height based issue. eq1 also had limitations on the difference in elevation of the caster vs the target. the intent is to prevent people from standing on a cliff and casting on mobs in the valley who either cannot path to them or whose pathing would take a long time for them to get to the caster therefore significantly reducing the risk of the encounter. classic example of this was in our namesake zone of Crushbone where people would stand on trainer hill and nuke the orcs in front of the castle. this could be avoided by having mobs warp to players when aggrod but i really dont think anyone wants that change.</P> <P> </P> <P>the OP's issue with implied targets i think has more to do with the person you are assisting changing targets as i dont normally have to move or anything to fix this, the person im assisting just changs targets i think.</P><p>Message Edited by nhdjoseywales on <span class=date_text>10-20-2005</span> <span class=time_text>07:45 AM</span>

rshoffstall
10-20-2005, 07:37 PM
I pour as much damage to try to pull aggro and throw my transfer life to my friend i get aggro eventually and then pet engages mob....but friend has died some to ..... <DIV> </DIV> <DIV>Smokie</DIV> <DIV> </DIV> <DIV>40 Necromancer</DIV>

KBern
10-20-2005, 07:42 PM
<BR> <BLOCKQUOTE> <HR> rshoffstall wrote:<BR> I pour as much damage to try to pull aggro and throw my transfer life to my friend i get aggro eventually and then pet engages mob....but friend has died some to ..... <DIV> </DIV> <DIV>Smokie</DIV> <DIV> </DIV> <DIV>40 Necromancer</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Are you sure you posted in the right thread?</P> <P>If so, what does this have to do with the pet not attacking?</P>

Eirgo
10-20-2005, 08:03 PM
I think he is saying that if the mob is somewhere that it wont let his pet attack it, he tries to gain aggro so the mob will move to him and his pet can defend him.  Odd tactic, but I guess it works :smileyhappy:

KBern
10-20-2005, 09:10 PM
OK...thank you for the translation.

Tharangus
10-20-2005, 09:57 PM
<BR> <BLOCKQUOTE> <HR> Eirgorn wrote:<BR>I think he is saying that if the mob is somewhere that it wont let his pet attack it, he tries to gain aggro so the mob will move to him and his pet can defend him.  Odd tactic, but I guess it works :smileyhappy: <BR> <HR> </BLOCKQUOTE><BR> <DIV>Not exactly a tactic that I would want to use.  In groups, I strictly assist the tank with the defend options shut off to control what the pet goes after.  If I get the error, I can usually safely wait for the next target and have the pet sit-out for one round.  In situations where I have to use my pet to tank, however, it becomes a problem when I need to have it take the agro off another group member.  About all I can do at the moment is tell them to move so that my rotting thrall can get a clear shot at it.</DIV>

Zalmor
10-20-2005, 10:12 PM
I think it isn't just our pet ai that is bugged. There are levitating fish in Enchanted lands, and mobs who fight from inside of walls (Fallen Gate and Necktolos Castle).The best you can do at the moment is have your group be aware of the problem and try to pull the mobs into an area where this is less likely to happen (i.e. rooms, rather than corridors).Otherwise your tank ends up doing the dance of the moving mob to find a sweet spot so everyone can hit it. Especially in Neck castle, you'll end up doing this anyway. Might be an idea if everyone who experiences this does a /bug in game to report it. I'd assume the more of these the devs see, the more likely it will be fixed (I have submitted a bug about our warlock pet being insane as well ;O)Xame

Tharangus
10-21-2005, 01:54 AM
<DIV>Thanks for all the replies.  I'll be submitting my /bug report tonight.</DIV>

lancekortesoja
10-22-2005, 06:07 AM
I pull the thing frist with a low dot and than stun and sent my pet to take argo <div></div>