Pet Hold- SK pet- New Code

General issues.
1BFC
Posts: 57

Re: Pet Hold- SK pet- New Code

Post#11 » Mon Sep 07, 2015 7:41 pm

This is what I am seeing. It doesn't happen 100% of the time, maybe 60 to 80%.

* Place all pets on hold (everyone has the AA)
* SK targets NPC
* SK casts spell on NPC or engages via melee
* NPC engages via melee or casts spell and all pets dive in immediately

At no point did I issue the pet attack command to any pet. The instant anyone takes damage in the group pets go to town.

This is especially painful when you pull multiple and your pet fly's out at warp speed to engage the caster that separated from the pack you pulled to cast on you while the others run up to your face. Pet then proceeds to die and then the SK is handily summoned to where the caster is standing. Meanwhile, the other mobs back at camp eat everyone, or a game of "ping pong" ensues.

It's amusing for sure :) But, definitely can cause a lot of down time.

As a work around for me personally, I now pound on the pet hold button repeatedly. Issuing repeated pet hold commands keeps them from engaging 95% of the time. I mean, every button I use I have inserted "/pet hold" into it trying to combat this.

1BFC
Posts: 57

Re: Pet Hold- SK pet- New Code

Post#12 » Tue Sep 08, 2015 4:06 am

Discovered that I may be contributing to some of the problems going on with /pet hold.

given that i am so paranoid my pet will engage against my will, i am always hitting /pet hold.

it appears that if you issue hold and then hold a second time, hold is removed.

there is no UI feedback to tell tou hold is off so i didnt notice this until just now.

i would like very much that /pet hold is a one way and permanet switch such that when set to hold, the pet will not engage no matter what unless instructed to do so. Ideally, this would carry through past one fight after the attack command is given.

As it is now, you have to hit hold after each fight. i just want shishkabob to not do a dang thing EVER, unless i tell them too. similar to how a pet returns to an area they are instructed to guard after each fight. i want the pet to return to hold after each fight automagically.

perhaps a bit off scope for this thread, just saying how it would be a massive quality of life improve if it panned out this way :)

Vaion
Posts: 3712

Re: Pet Hold- SK pet- New Code

Post#13 » Wed Sep 09, 2015 6:44 am

After next reboot, pets will tell you when hold is turned off by this statement: "I am no longer holding, master."
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Denizen
Posts: 882

Re: Pet Hold- SK pet- New Code

Post#14 » Wed Sep 09, 2015 12:40 pm

Will engage with or without hold. With Pet Hold on seems to require that the NPC is targeted and then pet charges in. Pet goes in every time with AE casters. Will keep playing with it. Makes pet sorta more than useless for the puller.
Rafe, 70 sk

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Lillu
Posts: 11301
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Re: Pet Hold- SK pet- New Code

Post#15 » Wed Sep 09, 2015 2:00 pm

Denizen wrote:Will engage with or without hold. With Pet Hold on seems to require that the NPC is targeted and then pet charges in. Pet goes in every time with AE casters. Will keep playing with it. Makes pet sorta more than useless for the puller.


Is this happening after today's reboot?

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Denizen
Posts: 882

YES and NO SEX

Post#16 » Thu Sep 10, 2015 2:41 am

Well things are different now.

USED to be if you said /pet hold the pet would hold UNTIL you told it to attack. Now if you have two characters and one's pet is attacking and the other holding and you tell them both /pet hold then one pet holds the other attacks.... sorta chaos.

I can learn to live with this but I'd rather not. I'd prefer NO to mean NO and YES to mean YES, not if I say No and then say Yes it means Yes, but If I say Yes, and then say Yes it means NOOOOOO.... Can you imagine if this were sex...you'd have to count the YESs

YES YES is NO

YES YES YES is YES

YES YES YES YES is NO

YES YES YES YES YES is YES

YES YES YES YES YES YES is NO


GAHHHHHHHH :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Rafe, 70 sk

Vaion
Posts: 3712

Re: Pet Hold- SK pet- New Code

Post#17 » Thu Sep 10, 2015 5:12 am

Also keep in mind there are 3 commands to pet hold


/pet hold : This will toggle it on / off
/pet hold on: this will toggle it only on
/pet hold off: this will toggle it only off
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Denizen
Posts: 882

Re: Pet Hold- SK pet- New Code

Post#18 » Thu Sep 10, 2015 12:23 pm

Lovely, Thanks Vaion was getting worried there. The three commands will work.
Rafe, 70 sk

1BFC
Posts: 57

Re: Pet Hold- SK pet- New Code

Post#19 » Thu Sep 10, 2015 4:17 pm

Had no clue there were the additional hold commands.

So, those will enable better and clear global group commands for sure. Thanks for pointing this out!

As a last request, any potential exist that "/pet hold on" can be made to result in the pet returning to hold automatically after the target it is engaged with dies?

Realize that may be too much efforr or even inpossible, just thought I would ask.

You guys are awesome.

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Denizen
Posts: 882

Re: Pet Hold- SK pet- New Code

Post#20 » Fri Sep 11, 2015 5:12 am

Working great now. /pet hold on does the trick! The idea of having /pet hold on stay in effect after killing mobs is intriguing. Might be a good thing.
Rafe, 70 sk

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