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Vocare
02-06-2008, 11:56 PM
<p>The pet problem was suposed to be fixed in this LU but my necromancers pet still stops and waits till I get about 75 yards away before heading my way again......by the time he catches up I am dead, I see no difference from before. And this is on a level  straight run no geometry in the way for pathing issues.</p>

Rxmedic
02-06-2008, 11:57 PM
It still gets stuck behind, but it runs faster now... so..50% there!

Norrsken
02-07-2008, 01:07 PM
<cite>Gothica@Venekor wrote:</cite><blockquote><p>The pet problem was suposed to be fixed in this LU but my necromancers pet still stops and waits till I get about 75 yards away before heading my way again......by the time he catches up I am dead, I see no difference from before. And this is on a level  straight run no geometry in the way for pathing issues.</p></blockquote>Im pretty certain that they do not use the geometry as you see it, or even the one they use for collision detection for pathfinding, so its entirely possible that what the pet has to traverse is an obtusely complex geometry when you see a flat landscape.

Piccolo
02-07-2008, 01:14 PM
<cite>Gothica@Venekor wrote:</cite><blockquote><p>The pet problem was suposed to be fixed in this LU but my necromancers pet still stops and waits till I get about 75 yards away before heading my way again......by the time he catches up I am dead, I see no difference from before. And this is on a level  straight run no geometry in the way for pathing issues.</p><p><b><i>All the more reason to keep Call Servant (possably the most usefull spell that a summoner has) in your hotbar.</i></b></p></blockquote>

Nimbrithil
02-08-2008, 07:17 PM
Its not geometry. I can run the same stretch of "road" on auto-follow and my pet keeps up just fine,,,,let me try it with me running instead and he sits there with his thumb up his [Removed for Content].As for Summon Pet,,,sure make it castable on the move and its a partial fix.This has been a problem since game launch and sony is no closer to fixing the problem,,,infact its WORSE than it used to be.

Leorange
02-08-2008, 07:33 PM
<p>Did you just use 'necromancer' and 'summon pet' in one sentence? Ouch <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I do agree we conjies at least have that option, but we should be able to cast it while under attack (i.e. on the run).</p><p>The other option is SoE <u><b>really</b></u> fixes the pet follow problem!</p><p>I was happy for like 5 minutes, when I logged in after update. Then I met my first opponent and found out my friend wasn't following me anymore since like 2 kilometers.. Grrr! </p><p>Then I picked up a pvp writ, but let's not go there.</p><p>I wonder what the devs think of this petfollowgeologyissue themselves..</p>

stgninja
02-09-2008, 11:05 AM
Yup summoner pets still slow as ever.  Only difference I've seen is that after killing a mob the pet walks back to me instead of running.  I sure miss the old days when pets would keep up with you.

Lordrex
02-09-2008, 11:28 AM
Just make it so the pet is tethered to its owner like the non combat type pets,, they seem to keep up well,, make it so the pet cant get behind more then 5 meters,,' but heres what i notice,, your pet is subject to latency, he is being rendered in server time on the server where you see you player moving the same rate reguardles of the packet loss to and from server, so if theres a small amount of packet loss you pet (freezes) while your still moving, iven if its a tiny amount it adds up over a distance

Norrsken
02-09-2008, 12:42 PM
<cite>Nimbrithil wrote:</cite><blockquote>Its not geometry. I can run the same stretch of "road" on auto-follow and my pet keeps up just fine,,,,let me try it with me running instead and he sits there with his thumb up his [I cannot control my vocabulary].As for Summon Pet,,,sure make it castable on the move and its a partial fix.This has been a problem since game launch and sony is no closer to fixing the problem,,,infact its WORSE than it used to be.</blockquote>the geometry you see is not the same geometry the AI pathfinder traverses. In fact, Im willing to bet the geometry you see isnt even the geometry YOU traverse.

Geoff
02-09-2008, 02:54 PM
<p>seems that the pet follows fine unless you go uphill...and i mean even a smidge uphill...then the pet gets confused and stops and looks around.</p><p> If they can fix the issue, then i agree, atleast make call servant instant cast, instant recast, and castable on the move...and problem more or less solved.</p>

Norrsken
02-10-2008, 04:13 AM
<cite>Fizantalus@Nagafen wrote:</cite><blockquote><p>seems that the pet follows fine unless you go uphill...and i mean even a smidge uphill...then the pet gets confused and stops and looks around.</p><p> If they can fix the issue, then i agree, atleast make call servant instant cast, instant recast, and castable on the move...and problem more or less solved.</p></blockquote>I think they should just remove the pet pathfinder and put the mob "pathfinder" there instead. (Ever wonder why a mob can run though walls and [I cannot control my vocabulary] to get to you if it cant find a path to you, but your pet gets stuck on apparently flat landscape? <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" /> )