1) Fix the entry point coming into West Karana from Qeynos Hills.
I got bounced *THREE* times last night because the place where you pop into
West K. is so close to the zone border that if someone zones at the same
time you do, ONE of you is going to get bounced backwards into the zone
border. I play EQ to adventure with my friends, and there are few things
more frustrating than seeing
LOADING, PLEASE WAIT
You have entered the Western Plains of Karana
LOADING, PLEASE WAIT
You have entered Qeynos Hills
Especially when you see it more than once in a 5 minute period of
time.
2) Please please PLEASE (* Des grabs Brad's lapels and shakes him
briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't fucking
move command (with the language perhaps toned down a tad for family
viewers). When I'm in a dungeon, I want my pet to stay in ONE spot, just
like he does when I'm outside. This pacing back and forth nonsense has GOT
to go.
Thank you for your time and consideration.
Desdinova
Humble Erudite Conjurer of the 3rd Circle
Innoruuk
Shentar
Desdinova <abu...@erols.com> wrote in message
news:374feea7....@news.rcn.com...
2.) Already there. /pet sit down
JubJub McRae <mrju...@REMOVETHISPART.hotmail.com> wrote in message
news:37500fc...@news.ne.mediaone.net...
Desdinova wrote:
> Two minor (and not-imbalancing) suggestions (read: desperate pleas)
> that would make my online gaming experience just that much easier.
>
> 1) Fix the entry point coming into West Karana from Qeynos Hills.
> I got bounced *THREE* times last night because the place where you pop into
> West K. is so close to the zone border that if someone zones at the same
> time you do, ONE of you is going to get bounced backwards into the zone
> border. I play EQ to adventure with my friends, and there are few things
> more frustrating than seeing
>
> LOADING, PLEASE WAIT
> You have entered the Western Plains of Karana
> LOADING, PLEASE WAIT
> You have entered Qeynos Hills
>
> Especially when you see it more than once in a 5 minute period of
> time.
>
It should be fixed soon, and it should really have been fixed a long time ago.
Sorry about that.
>
> 2) Please please PLEASE (* Des grabs Brad's lapels and shakes him
> briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't fucking
> move command (with the language perhaps toned down a tad for family
> viewers). When I'm in a dungeon, I want my pet to stay in ONE spot, just
> like he does when I'm outside. This pacing back and forth nonsense has GOT
> to go.
I'll toss this around with the AI guy -- sounds pretty easy to implement.
--
---------------------------------------------
Brad McQuaid
Producer, EverQuest www.everquest.com
Vice President, Verant Interactive Inc.
---------------------------------------------
Brad McQuaid wrote:
> > 2) Please please PLEASE (* Des grabs Brad's lapels and shakes him
> > briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't fucking
> > move command (with the language perhaps toned down a tad for family
> > viewers). When I'm in a dungeon, I want my pet to stay in ONE spot, just
> > like he does when I'm outside. This pacing back and forth nonsense has GOT
> > to go.
>
> I'll toss this around with the AI guy -- sounds pretty easy to implement.
>
Ack! After investigating this (no, I don't play classes with pets much), there are
a couple of commands that do this already -- please check out the online manual.
>It should be fixed soon, and it should really have been fixed a long time ago.
>Sorry about that.
Woot! Thanks loads.
>I'll toss this around with the AI guy -- sounds pretty easy to implement.
>Ack! After investigating this (no, I don't play classes with pets much),
>there are a couple of commands that do this already -- please check out the
>online manual.
Will do. Thanks.
Brad McQuaid wrote in message <37505F71...@verant.com>...
>
>
>Brad McQuaid wrote:
>
>> > 2) Please please PLEASE (* Des grabs Brad's lapels and shakes
him
>> > briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't
fucking
>> > move command (with the language perhaps toned down a tad for family
>> > viewers). When I'm in a dungeon, I want my pet to stay in ONE spot,
just
>> > like he does when I'm outside. This pacing back and forth nonsense has
GOT
>> > to go.
>>
>> I'll toss this around with the AI guy -- sounds pretty easy to implement.
>>
>
>Ack! After investigating this (no, I don't play classes with pets much),
there are
>a couple of commands that do this already -- please check out the online
manual.
>
>
>
>Brad McQuaid wrote:
>
>> > 2) Please please PLEASE (* Des grabs Brad's lapels and shakes him
>> > briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't fucking
>> > move command (with the language perhaps toned down a tad for family
>> > viewers). When I'm in a dungeon, I want my pet to stay in ONE spot, just
>> > like he does when I'm outside. This pacing back and forth nonsense has GOT
>> > to go.
>>
>> I'll toss this around with the AI guy -- sounds pretty easy to implement.
>>
>
>Ack! After investigating this (no, I don't play classes with pets much), there are
>a couple of commands that do this already -- please check out the online manual.
As a followup, the follow commands can make a pet stand in front of
you, wander around etc. Couldn't the follow command actually check to
see which direction I am facing and place the pet behind me? Whenever
I stand still and face north my pet is in front of me between e and
what I need to target.
You *DO NOT* want to use Pet Guard Here in a dungeon. The pet goes
into a hyper aggressive mode, and attacks anything that it could get
"exp" for that is hostile. If a train runs by, and your pet sees
something in it that it thinks it can take, it'll attack. For me at
least, this usually causes a good-sized chunk of the train to do a
U-turn, and land on my head.
Also, be extrememly careful about letting your pet chase fleeing
monsters in a dungeon. There are usually lots of rooms where it
doesn't have to move more than 20 feet to set off another monster.
One person I was with rather rudely refered to my Earth Elementals as
a "Summon Train" spell.
Marc Fuller
2.) Try '/pet as you were' Works great and they won't move or attact
anything unless you are attacked within their ear shot.
Desdinova wrote in message <374feea7....@news.rcn.com>...
> Two minor (and not-imbalancing) suggestions (read: desperate pleas)
>that would make my online gaming experience just that much easier.
>
> 1) Fix the entry point coming into West Karana from Qeynos Hills.
>I got bounced *THREE* times last night because the place where you pop into
>West K. is so close to the zone border that if someone zones at the same
>time you do, ONE of you is going to get bounced backwards into the zone
>border. I play EQ to adventure with my friends, and there are few things
>more frustrating than seeing
>
>LOADING, PLEASE WAIT
>You have entered the Western Plains of Karana
>LOADING, PLEASE WAIT
>You have entered Qeynos Hills
>
> Especially when you see it more than once in a 5 minute period of
>time.
>
>
> 2) Please please PLEASE (* Des grabs Brad's lapels and shakes him
>briskly, shouting "FOR GHOD'S SAKE, MAN!") implement a /pet don't fucking
>move command (with the language perhaps toned down a tad for family
>viewers). When I'm in a dungeon, I want my pet to stay in ONE spot, just
>like he does when I'm outside. This pacing back and forth nonsense has GOT
>to go.
>
> Thank you for your time and consideration.
>
>Does this mean that the Enchanter's animation is a problem in dungeons?
>I've heard that they're in permanent "guard" mode...
It's not the guard mode.. they're in the "at rest" mode of normal
pets, where they follow the master, and attack anything the attack
him. Guard mode makes them attack things which just approach... bad.
Enchanters have a major problem in dungeons with their pets though
because they can't give them commands. The result is pets which will
wander off on their own and can't be stopped from doing so (all pets
are nuts in dungeons, but at least magicians and necromancers can tell
their pets to sit down, back off or follow them).