Creature Handler Archive
Thread: Devs: Please hotfix this now. CH is unplayable.
drastax5
Thu Feb 12, 2004 11:42 pm
#15
same problem . Pets run away from everything , dont attack all the time , and sometimes dont respond to commands . Haven't we been through enough without this now ...
Trayson_Antilles
Thu Feb 12, 2004 11:56 pm
#16
loonatik wrote:
I can't believe they didnt see this in test center.
Because it didn't exist as far as I could tell and there was no mention of such problems from the other CHs on Test as well. I hunted using a very large variety of creatures (from Cu Pa to Graul Maulers to a BE'd Gurreck and a few others) every single day that this patch was on TC. The only problem I experienced was the age-old "getting in range" bug (where both creatures constantly move to get into the optimum attack range) and then not frequently enough to be a problem (once every 10-15 battles and it was easily worked around). I also didn't see the "pet standing on top of you" bug.
My guess is that this was an issue brought into play by server load, or simply a quirk that occured when the code was pushed to Live.
TheAnkh
Fri Feb 13, 2004 12:30 am
#17
There is definately a problem.. Even when I call in city the pet tends to stand right on top of me or run away/spinning in wrong direction.. It's all borked up.
/sign
Ankh
Eater-of-worlds
Fri Feb 13, 2004 2:10 am
#18
Reading another post made me open my eyes to the real problem. The problem is with pets wanting to get to the optimal range of the creature wich right now seems to be 0 Meters while the mob the pet is charging wants to be like 3 meter from the pet thus the mob starts backing of and thus the pet follows.
This means the pets are actually not running away but they are hunting for the mob. Fix the range problem and we're back where we started before the patch me thinks.
This means the pets are actually not running away but they are hunting for the mob. Fix the range problem and we're back where we started before the patch me thinks.
codebrake
Fri Feb 13, 2004 2:42 am
#19
I haven't had my pets run away yet, but I have had them autostore themselves during combat alot lately.....
BlackEdge
Fri Feb 13, 2004 3:28 am
#20
I haven't noticed it, of course I rarely use my pets anymore... =x..
Faster just tanking the creatures/npcs myself. Heck I could tank a spellweaver and a force crystal hunter better then my pets.
But yeah I hope they fix that.
Faster just tanking the creatures/npcs myself. Heck I could tank a spellweaver and a force crystal hunter better then my pets.
But yeah I hope they fix that.
JCooper2
Fri Feb 13, 2004 4:43 am
#21
I have the same issue.
Either the MOB is running and my pet is chasing them all over the place or when I do the follow and then attack commands to pull my pet back he ends up being the one running all over the place so I find myself taking the brunt of the damage just to keep the MOB from running 200m in some random direction.
Come on devs al least give us some kind of feedback on this please.
Thanks
Kalor_Kast
Fri Feb 13, 2004 7:14 am
#23
Better yet, fire the CH dev. This guy has been at it a long time and can't seem to get anything right. Entry level graduates should be given entry level jobs.
NomOrion
Fri Feb 13, 2004 9:26 am
#25
Same problems. ![]()
I think by the time the SE is introduced MCH's will be more rare than the rares we look for.
Cactus_Jack
Fri Feb 13, 2004 9:41 am
#26
First thing I fought the day of the patch (rebel spec officer) my rancor disappeared while fighting it and left me hanging. Being only 1300 in Brawler, I quickly died. Yesterday the only problems I saw were that the pets were running around like crazy. If they went too far, I just called them back to get in melee range and was able to kill whatever it was I was tryign to kill