Bio Engineer Archive

Thread: BE pets running away?

Windsplitter
Thu Feb 12, 2004 2:00 am
#1

There are reports on the CHforum that their BE pets run away in combat. is anyone getting this kind of feedback from your customers? I wondering if its a bug or that one of the statsin the dna affect how "brave" the pet is




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BurningFist
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LittlePaw
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Cocomono
Thu Feb 12, 2004 2:06 am
#2

I've found low ferocity pets tend to run more. You get that if you lower the attack too much or use a real whimpy animal. If you use an aggressive animal DNA you shouldn't have a problem.



Kru'gar
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Windsplitter
Thu Feb 12, 2004 2:37 am
#3

i take it you are referring to the fierceness of the creature?




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BurningFist
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LittlePaw
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StarBase
Thu Feb 12, 2004 5:16 am
#4

This has to do with the size of the creature and has nothing to do with being fearful. Every NPC and Creature has an optimal range to be in for combat (Just like we do for our guns). The systems AI tries to make our pets get to that optimal range. The problem happens with any large pet, not just a BE one. The pet will constantly try to get to its ideal range and since the smaller enemy is doing the same, it appears like our pet is running away.


Its not because they are fearful. Its because they are large. Its a bug thats been around since Beta, they haven't fixed. It happens with any wide or tall creature,
GreenStok
Thu Feb 12, 2004 5:54 am
#5

My Narglatch kept running from a Toxic Merek Battlelord yesterday, had no problems against Rancors though. It is not a space thing though, if you tell them to attack they turn around and attack.



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Linoric
Thu Feb 12, 2004 8:10 am
#6

We have a Trait called Psychology... It is based off Dependability and Courage... It has no visible effect on stats, damage, and resists... Might this be the fear factor, or response to commands... Pets I have made with a low Psychology seem to stop following me very easy and I have to repeat commands a lot... Seams fair to believe that the courage of a pet matters...



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Sooty
Thu Feb 12, 2004 8:42 am
#7






Linoric wrote:
We have a Trait called Psychology... It is based off Dependability and Courage... It has no visible effect on stats, damage, and resists... Might this be the fear factor, or response to commands... Pets I have made with a low Psychology seem to stop following me very easy and I have to repeat commands a lot... Seams fair to believe that the courage of a pet matters...






Much as it would make sense, this is not the case - StarBase above has it right. The new problem is that they have either made a change or screwed something up such that the attack range and/or follow range for all pets has been made zero (test this by calling any pet to you - it will end up sharing your space instead of stopping a few feet away like it used to). This is causing pets and mobs to constantly try to reposition themselves during combat, leading the the 'running away' issue as it is mistakenly thought of.


Believe me, this is nothing special to do with BE pets and has nothing to do with aggressiveness - one of my main tank BE'd razor cats has a fiercenessrating of over 500 and it is impossible to use the specials commands with him because of this. The new CH specials commands are still broken and nee a macro work around to land them. However, that macro needs to include a 'follow other' command to break the combat cycle for the pet. With this change to range, the moment you use the macro the pet and mob get into an endless attack range adjusting loop and rapidly head off into the sunset.


Both communities, CH and BE, need to make some noise on this because pets are rapidly being broken into pointlessness.

CavemanGamer
Thu Feb 12, 2004 9:00 am
#8

I agree that BE's and CH's need to come together on this.


It is in both BE and CH interest, as crafter and customer, to have pets working reliably.



I find it interesting that at the same time we start having this problem, the pets "follow" at 0m as well.


It might be safe to assume that they are trying to "attack" at 0m also.


I think the "distance" thing makes more sense than any other explaination so far.


Nyema
Thu Feb 12, 2004 12:28 pm
#9






Linoric wrote:
We have a Trait called Psychology... It is based off Dependability and Courage... It has no visible effect on stats, damage, and resists... Might this be the fear factor, or response to commands... Pets I have made with a low Psychology seem to stop following me very easy and I have to repeat commands a lot... Seams fair to believe that the courage of a pet matters...






I've had the samething happen. I made 3 nonch pets for guildies and one of them I noticed had a low dependability/courage....this pet is "panic kitty" Runs all the time, especially once she hits half health. I don't know the story on higher level creatures as I myself am not a a CH. Though if you have pets that are large or have a ranged attack, they move offto get inrange but stop.....they don't keep running in one direction for 300m straight.




NYN
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morlock76
Wed Feb 18, 2004 4:55 am
#10

As in tamed creatures I can only say that the arachnids seem to stand and fight.
Dunno about the ranged ones, but angler types stand and fight very nicely indeed.

In the pre CH Patch days, my GSPs sometimes started running away as well.

I an uncertain wether or not this behavior is in the Skin or the DNA though... will test this though.



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StarBase
Wed Feb 18, 2004 5:31 am
#11

I confirmed the following at 0 range. They have been doing this since the last big patch it looks like. They are also trying to attack at 0 range too and as the other person mentioned, this leads to a never ending loop of the creatures trying to get in range of each other. This can be controled somewhat by spaming the attack command, but that isn't really a good workaround.


It does seem tied to the body style. Like another person mention, the Angler body type appear to be fearless and never runs. With even a low Courage.


I do not discount, that Courage, Dependability, and Fierceness have effects on the pets, but I think our main problem with them constantly running is the 0 range problem.
XyberViri
Wed Feb 18, 2004 6:51 am
#12






StarBase wrote:

It does seem tied to the body style. Like another person mention, the Angler body type appear to be fearless and never runs. With even a low Courage.






That is because the Angler body type even at full adult is still preatty small.


This doesnt have anything to do with a hidden stat or anything like that it has to do with Hit boxes, old timers can tell you that Rancor/Grauls have there hit boxes where there bellys are. that is why Grauls run when they try and attack Kimo's kimos hit boxes are at the front of there nose(if i remmeber correctly.)



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Aneilym
Wed Feb 18, 2004 4:57 pm
#13

This is not a new problem. When I was a lower level BE and I amde weaker pets they would run sometimes in combat. As some of these posts have stated its a stats thing. If your final creature has low dependability etc. it will run on higher creatures. They have done this well before the last patch.



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