View Full Version : Fix summoner pets plz
Topic says all. I know it is as old as EQ2 and increased runspeed exist. But it never got fixed.Issue is the pets are too slow. Sony knows, we know, everyone knows. Considering the now yery huge zones this is more than just an annoyance. Especially on PvP servers where a summoner without a pet is a dead summoner. And we got it hard enough anyway.Suggestion:- Main summoner gets same speed as the caster.- pet speed suspends in combat- please also fix the spell Call Servant. It breaks invisibility and the cast time of 1 second is too long. I suggest to make it instant and not breaking invisibilityAnthur
Roald
11-18-2007, 10:50 AM
I agree.
Leorange
11-18-2007, 10:56 AM
<cite>Anthur@Venekor wrote:</cite><blockquote>Topic says all. I know it is as old as EQ2 and increased runspeed exist. But it never got fixed.Issue is the pets are too slow. Sony knows, we know, everyone knows. Considering the now yery huge zones this is more than just an annoyance. Especially on PvP servers where a summoner without a pet is a dead summoner. And we got it hard enough anyway.Suggestion:- Main summoner gets same speed as the caster.- pet speed suspends in combat- please also fix the spell Call Servant. It breaks invisibility and the cast time of 1 second is too long. I suggest to make it instant and not breaking invisibilityAnthur</blockquote><p>Agreed!</p><p>Well, if by saying 'too slow' you mean it actually <u>stays on the spot of departure</u>, and it doesn't follow untill I stop for a pvp fight. ..which can be 7 miles further up the road! <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>I 100% agree with me being dead 3 seconds later. It's not that the pet really helps in surviving t8 pvp, but it can give me 0,02% more chance. If it's at my side that is.</p><p>Worse even, I started to travel invised, slowing me and my horse down, just so that the pet <i>may</i> be following me.. *nods* It came that far, that I use an otherwise totally unusable ability. Everybody has totems or see invis, and I travel invis. ..on a 10platinum horse! Have I gone mad just to get a slight chance in pvp?</p><p>Devs! give us some lovin'! <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /> err... Please!</p>
WasFycksir
11-18-2007, 11:20 AM
Nothing to add, except FIX THIS SOE.
Krokous
11-18-2007, 12:40 PM
rather disallow T2 twinks (or rather platbuyers?) buying nightmare horses
Norrsken
11-18-2007, 12:52 PM
<cite>Krokous wrote:</cite><blockquote>rather disallow T2 twinks (or rather platbuyers?) buying nightmare horses</blockquote>How does broken pet mechanics have anything to do with twinks?
Elephanton
11-18-2007, 05:31 PM
<span class="postbody"><span style="font-size: small;">Is that really THAT hard to fix pet lagging by making the pet always be no more than 10m away from the owner, and if for any reason it is any further just auto-port it closer, in the 10m range. I don't care if this is not realistic, but this problem is 3 years old and it is still not fixed.Also, for Illusionists, it would make perfect sense for illusion to always stay close to the master - it is [Removed for Content] <i>illusion</i> in the end!!! It does not have meat or bones or anything at all - its just what other people think they see, but its not even there to begin with.</span> <p><span style="font-size: small;">BTW chanters have been suffering the most over this issue. At least summoners get Call Servant, and they can port they minion from anywhere in a matter of 1 sec. I cannot do this with my illusion! It <i>consistently</i> stops following me all the time, and I had situation when it ended up half zone away from me (while I was running from someone), and it took my illusion over a minute to get to me after I stopped.</span></p><p><span style="font-size: small;">SOE fix this crap ffs... first of all, fire the dev resposible for the pet following - this problem is consistently reported for 3 years now and it never gets fixed. This developer is either very lazy, or just completely incompetent, and thus useless.</span></p><p><span style="font-size: small;">I can't even imagine that you cannot reproduce this issue, even a baby could do it. Take illusionist, cast its illusion, hit auto-run, don't push any other buttons just run forward - and watch the pet following you for some time, then stop following in about 10-15 sec and just standing there doing nothing... and, it will stop in 100% of cases!</span></p><p><span style="font-size: small;"><b>PLEASE FIX THIS ALREADY</b></span></p><p><span style="font-size: small;">I would not care much if I played on PVE, but this issue KILLS pet classes on PVP server.</span></p></span>
tamikasipke
11-18-2007, 05:46 PM
<p>Agree with this, but atm its my smaller problem.</p><p>Don't know how other summoners/enchanters noticed this, but in RoK zones mostly on hills/stairs but even on plain ground my pet just stands there, and despite how hard i wanna send it into battle, it doesnt do nothing (nothing in the line of sight, imagine a plain ground). I need to move around, run to right/left some meters, and if im lucky, my pet starts to attack. It is not a bit thing in pve (well it is), but in pvp it can mean death because of less DPS.</p><p>I know we had some issues with pets attacking on stairs and such, but i have never experienced this issue in overland zones, or on plain ground??? Having my pet attack in Pvp is vital. Please fix it asap or adjust its behaviour to the new landmarks.</p>
Elephanton
11-18-2007, 05:57 PM
<p>Well this problem is there too, and its very bad in some regions (even in quite open zones like CL)!</p><p>Also, I mentioned that no matter how bad it is, pet would always start fighting as soon as mob/player hits you.How come you cannot send the pet to attack, but on the other hand it does not have problems with geometry when it is starting to retaliate... this does not make sense?!!</p>
Sigunn
11-18-2007, 06:16 PM
<p>I agree totally with the OP. I think a pet should always get the same run speed as its master, whether he is mounted, buffed, or not. I cant imagine that being very hard to implement. At least it sounds easier than that "teleport to 10 m radius" thing suggested above, although that would be great too.</p><p>Is anyone else noticing a problem with the /pet ranged command lately? I have been charming a caster type of mob as usual, and I always tell them to go Ranged. But it seems that in Rise of Kunark zones, the pet sometimes actually runs in there and melee... which is very strange. In the older zones, my pets always obey the /ranged command. And since RoK, mob AI has improved so they usually cast stuff at me if they are a caster. Why then do they start meleeing when charmed?</p><p>Sorry for the slight deviation from topic O_o</p><p>/Ramborg</p><p>70/102 coercer, Venekor</p><p> </p>
Leorange
11-20-2007, 09:51 AM
<p>bump!</p><p>I was follow/snare/killed by a 73 in a huge RoK forrest yesterday, with my pet nowhere to discover and Call Servant came too late. Aarggh</p><p>Why can't we cast it on the run? I mean, as if I can't yell while running.</p><p>I die a lot in my life. As 69 I juuust missed the 'see only white con' period. But this is too easy, I'm handing out tokens!! </p><p>I'd like my pets with me all the time.</p><p>Then I sent him towards a questmob and </p><p>..got to see him go the exact o p p o s i t e direction! Heu? </p><p><b><u>Plz</u></b> fix something if not all <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Raady
11-20-2007, 11:02 AM
<p>In pve combat can mob perfectly follow his target even if encounter is yelled. Why pet cant follow his master in the same way? SoE dont want it?</p>
<p>I don't play a summoner but the pet following is bs. Why aren't the devs smart enough to give the pet the same run speed as the owner and make it work like npcs that are trying to kill you.</p>
Elephanton
11-20-2007, 01:30 PM
<cite>Raady wrote:</cite><blockquote><p>In pve combat can mob perfectly follow his target even if encounter is yelled. Why pet cant follow his master in the same way? SoE dont want it?</p></blockquote>Good point.
Omgidomms
11-20-2007, 02:15 PM
<cite>Raady wrote:</cite><blockquote><p>In pve combat can mob perfectly follow his target even if encounter is yelled. Why pet cant follow his master in the same way? SoE dont want it?</p></blockquote>This is exactly how it should be!All pets should follow like that, even dumbfirepets (that sometimes take a long route around cause of som wierd issues)
Splintered
11-20-2007, 07:26 PM
I don't play a necro or conj, but I think those would be good changes.
Mildavyn
11-21-2007, 05:33 AM
Sounds good to me, but don't kid yourself about mobs. They too have pathing issues, you just wont see it as often.
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