Right, so, I have a necromancer/ranger. I had a pet, and about 5 minions following me. I hit a bounding box/wall/thing, and got stuck. The minions pinned me against the wall and I couldn't move until they all died.
This should be fixed, but there are a few ways to do it. Probably the most user friendly one would simply allow the summoner to pass through their own undead minions to avoid clipping problems... the other... is to give them an AI script specifically for moving out of the way if a player is trying to move in a direction and they are blocking their path. Any other suggestions?
Necromancer minion problem
Dubby
Dagbiker
i think the second, would be nice, i also get that problem with my pet alot
RTSFirebat
Same issue has been discussed with not being able to move correctly with the pet in the way.
If adding AI Script is too hard, do the same for the pet and minions and remove the hitboxes... would allow the player to walk through them.
I have same issue with this as well. However I'm a Fire/Water mage and some of my skills require me to get up close, can't do this if I have pets and minions blocking my path
If adding AI Script is too hard, do the same for the pet and minions and remove the hitboxes... would allow the player to walk through them.
I have same issue with this as well. However I'm a Fire/Water mage and some of my skills require me to get up close, can't do this if I have pets and minions blocking my path
RTSFirebat
In the long term the Devs should add AI commands for pets and Minions, like:
"Move here"
"Defend me"
"Attack That Target"
ect... at the moment they are mindless.
"Move here"
"Defend me"
"Attack That Target"
ect... at the moment they are mindless.
Darynael
A pet window with button of set commands could do the trick. Advanced scripts could make the pet a useful force to be reconed with. Inspired by games like EverQuest and Neverwinter Nights, i have suggestions of buttons that could prove useful;
> Attack Closest - Send your pet to... Kill the closest hostile!
> Guard Me - Pet attacks anything that attacks you. The pet shall not attack on sight.
> Attack My Target - Sends pet to attack the target you are currently attacking. The pet shall not attack anythinng you have not attacked.
> Follow Me - Tells the pet to follow you, and attack enemies on sight. this will probably be the default option.
> Stand Your Ground - Pet stays put, only atttacking hostiles within range.
No Attack - Set the pet following you, but will not attack anythinng, not even defend itself.
> Move Here - Send your pet to move to a specific location. When it arrive to the location it will stay put. If it spots an enemy, it will atttack.
However, this could be complicated when having many pets. Perhaps the developers could solve this problem by:
> Give individual commands by targeting pets, and mass-commmands when having yourself, an ally or an enemy targeted. Could make the pet difficult to control in PvP battles.
> Open Pet Window only when you have a specific pet targeted, only allowing you to give individual commands. This could prove useless in PvP battles, when you need to act quickly.
> Open a new pet window for every pet summoned, allowinng you to have total control over your pets at the cost of User Inteface space. This could be solved by havinng tiny pet windows (only a few buttons and a frame with pet name).
Another option is:
> To leave it be and don't allow control of the pet at all.
Thanks for reading.
> Attack Closest - Send your pet to... Kill the closest hostile!
> Guard Me - Pet attacks anything that attacks you. The pet shall not attack on sight.
> Attack My Target - Sends pet to attack the target you are currently attacking. The pet shall not attack anythinng you have not attacked.
> Follow Me - Tells the pet to follow you, and attack enemies on sight. this will probably be the default option.
> Stand Your Ground - Pet stays put, only atttacking hostiles within range.
No Attack - Set the pet following you, but will not attack anythinng, not even defend itself.
> Move Here - Send your pet to move to a specific location. When it arrive to the location it will stay put. If it spots an enemy, it will atttack.
However, this could be complicated when having many pets. Perhaps the developers could solve this problem by:
> Give individual commands by targeting pets, and mass-commmands when having yourself, an ally or an enemy targeted. Could make the pet difficult to control in PvP battles.
> Open Pet Window only when you have a specific pet targeted, only allowing you to give individual commands. This could prove useless in PvP battles, when you need to act quickly.
> Open a new pet window for every pet summoned, allowinng you to have total control over your pets at the cost of User Inteface space. This could be solved by havinng tiny pet windows (only a few buttons and a frame with pet name).
Another option is:
> To leave it be and don't allow control of the pet at all.
Thanks for reading.
Alpha Tremere
I run into the undead minions problem too. They should notice you running into them and move away.
I can't wait to get the heal your minions spells. They drop off to easily from degeneration, but then again, they're dead.
That would rule if you could summon higher-level "special" undead minions that stick around like pets. Like a zombie, golem (well mabye that's for elementalists), homonoculus, etc.
I can't wait to get the heal your minions spells. They drop off to easily from degeneration, but then again, they're dead.
That would rule if you could summon higher-level "special" undead minions that stick around like pets. Like a zombie, golem (well mabye that's for elementalists), homonoculus, etc.
Dubby
Quote:
Originally Posted by Alpha Tremere
I run into the undead minions problem too. They should notice you running into them and move away.
I can't wait to get the heal your minions spells. They drop off to easily from degeneration, but then again, they're dead. That would rule if you could summon higher-level "special" undead minions that stick around like pets. Like a zombie, golem (well mabye that's for elementalists), homonoculus, etc. |