Creature Handler Archive
Thread: Test Center Version 0.127363 notes are up and they fixed ...
Kzin, you know this is not true.
They apparently have fixed the bug that allowed CHs to issue commands to their pets. Finally, this exploit has been dealt with.
We should all be grateful.
/snog SOE
I LIVE FOR THIS SH**
I spit coffee on myself. You owe me dry cleaning now.
SioBabble wrote:
They apparently have fixed the bug that allowed CHs to issue commands to their pets. Finally, this exploit has been dealt with.
SioBabble wrote:
Kzin, you know this is not true.
They apparently have fixed the bug that allowed CHs to issue commands to their pets. Finally, this exploit has been dealt with.
We should all be grateful.
Unfortunently, unscrupulous players will still be able to position pets near AoE enemies, forcing them to fight for their masters. Work will need to be done to make pets become non-combatants before the exploit of creature handling is fully corrected.
theorb22 wrote:
Unfortunently, unscrupulous players will still be able to position pets near AoE enemies, forcing them to fight for their masters. Work will need to be done to make pets become non-combatants before the exploit of creature handling is fully corrected.
I think they've done some advance work in this area, experimenting with making pets stop fighting in mid-fight and just ignoring all action around them. Having this occur 100% of the time instead of 10%-15% is probably achieveable.
SioBabble wrote:Kzin, you know this is not true.
They apparently have fixed the bug that allowed CHs to issue commands to their pets. Finally, this exploit has been dealt with.
We should all be grateful.
I would hope this sigifies they are adressing pet AI in this publish, but havent got it to work properly in time for the initial push to test center.
Apart from feeling a little concerned given the bugs that have been pushed live recently, we should perhaps look at this as, ironically, a posotive sign we may get some help this publish.
I think they've done some advance work in this area, experimenting with making pets stop fighting in mid-fight and just ignoring all action around them. Having this occur 100% of the time instead of 10%-15% is probably achieveable.
You give them far too much credit. It'll be another 15 Publishes before then, and they'll accidentally make commands and maybe even specials work once or twice before then.
Thank you sirs may we have another? BOHICA time for CH, as usual.
OK this sounds very fishy but I have to report it....
Since the CU my pets havent done anything but attack - no specials as we all know
and even in some circumstances they simply stopped fighting. Since this latest
patch I have witnessed something that about knocked me down. I am a MBH and was
testing out NPC bounty missions. The NPC's are now higher levels for MBH we're talking
lvl 82 to 84 - its not just a challenge for a solo BH its a good way to get killed - but hey I
always enjoy a challenge. Long story short - I find my mark call out my trusty narg lvl 47 BE
and have it start the attack to catch the guy offguard. Then I get ready to spam my bleed dot
and Knockdown attack.....the bleed hits but before the timer finishes the guy is already
ON THE GROUND! WTH my narg knocked him on his arse????? I'm so fabbergassed
I almost forget to keep firing. I would chalk this up to being delusional from killing too many
bols or working too hard but I tested this again on a different mission, differnt planet same
pet and to my surprise same result - the pet caused a knockdown! I made sure to stay
away from that attack. Havent had time to test more but thought this might be worth reporting.
Has anyone else noticed this in their pets? Could it be a stealth fix aimed at testing the return
of pet specials? Just thought I'd share caus like all CH's everything else about our profession
is making me very, very depressed - Gonna make SONYpay for my prozak.
I haven't seen any of mine do specials, but I've only fought a few lairs and my main pet uses poison, not knockdown.