Creature Handler Archive
Thread: Anyone else having problems with pets running away...?
Louannarchy wrote:
My recommendation is if your using a be pet and he runs... get a better pet. Its in their dna to run.
i still disagree with this assessment in part, and firmly believe that the majority of the issues lie in the ideal range issue and the size of the pet.
examples....
you can shed agro onto a smaller pet than you can doing to a larger pet. smaller pet has a tighter attack range so it needs to be more up close. the distance between you an a mob typically is a set distance...so if the pet gets inside this range...the pet can eventually draw agro. try this using a razor cat and a bol and you'll see that you'll almost never get the agro shed off to the bol (bol has a larger body...thus needs more space to attack).
ever seen a gurreck chase off a krayt (small body vs big body). sometimes it looks like the krayt is chasing the gurreck and sometimes its the opposite. same deal...gurreck..small body...wants to attack at a closer range. krayt is a larger body thus typically needs more room to attack (although sometimes it likes to smoosh you with it's belly). just a bad mix when those two AI's meet.
the running effect can happen when initiating attack or being aggrod upon then reacting, but the issue is most frequent on the later example.
ingame solutions =
best workarounds already been mentioned: if the pet starts running off....call it back. if you're melee you can have it run all the way back ...if you're ranged...just have it stay when it reaches where you want it to. have the pet attack again prior to it agroing on it's own.
pay attention to visual cues. if your pet is nose to nose with the mob...then from my experience the pet almost never runs. if the mob is sitting on top of your pet...theres a good chance it may run (especially if the pet is just standing around doing nothing while being attacked).
also remember that most mobs will try to run away when it's near death. if it does start to walk off...make sure to taunt it if you can (or kill it before it warps). nice to have your pet chase after a warping mob...you call it back...and it brings a $hit storm with it.
so te pet keeps backing up and turning around at 3m while the NPC keeps stepping into the 2m range, so the pet backs up, so the NPc gets closer, so the pet back up, and so on and so forth.
I've notticed that some NPCs are just cowards as well, such as most ST, they will take off and just keep running if you send a big pet after them, great when you are trying to get away, very bad when you actually want to fight them.
So, anyway, I've seen this problem for longer than I can remeber. The problem with most CH bugs IMO is they find a way to fix it, then the very next patch breaks it, and they just don't get around to fixing it again for a while, when they do, the next patch breaks it, and they don't get around to fixing it for a while, then they do, and the next patch breaks it, and so on and so forth.
This seems to have been the case with auto store, pet vit loss in pvp, pets standing on you at 0m, stuff like that.
velm wrote:
...but the disappearing bothers me as i often count on them to be my back up.
the only place this consistantly happens for me is on dath. from what i recall....hasnt happened to me on lok, endor, or yavin anytime recently. the problem is that mobs gets sucked up too.
i think maybe i'll attempt at starting a thread on the ch forums. if enough detailed input is given...maybe the correspondent can get it kicked up a few notches. getting not only tired of pets dissappearing....but mobs as well.