kelika2 Posted June 26, 2023 Posted June 26, 2023 CoT > Ruin > Earthquake Night Ward > all of the rains Knives > caltrops there are probably way more but you get the idea 2 1
Chance Jackson Posted June 26, 2023 Posted June 26, 2023 Doesn't this already happen with player casted pseudos on death?
Rudra Posted June 26, 2023 Posted June 26, 2023 That's the point. When a PC dies, all pseudo-pets immediately go away. When a mob dies, none of their pseudo-pets go away. There was a reason given for that back on Live that I can't remember. I only remember that it made no sense to me.
biostem Posted June 26, 2023 Posted June 26, 2023 41 minutes ago, Rudra said: That's the point. When a PC dies, all pseudo-pets immediately go away. When a mob dies, none of their pseudo-pets go away. There was a reason given for that back on Live that I can't remember. I only remember that it made no sense to me. I could be misremembering, but I vaguely recall it was that way because the enemy-created pseudopets don't track their caster/owner like player ones do - they're just separate entities that happened to have been created by another NPC using a power. If that is the case, then a simpler adjustment would be to give them a relatively short timer, after which they simply despawn. 2
Rudra Posted June 27, 2023 Posted June 27, 2023 1 hour ago, biostem said: I could be misremembering, but I vaguely recall it was that way because the enemy-created pseudopets don't track their caster/owner like player ones do - they're just separate entities that happened to have been created by another NPC using a power. If that is the case, then a simpler adjustment would be to give them a relatively short timer, after which they simply despawn. That would be the part that made no sense to me. The fact the Live devs coded powers to track their caster when created by a PC but not by a NPC. After all, actual pets created by the NPCs still track their creator and despawn upon their defeat just like they do for players, but pseudo-pets don't. 1
biostem Posted June 27, 2023 Posted June 27, 2023 1 hour ago, Rudra said: actual pets created by the NPCs still track their creator and despawn upon their defeat I thought I remember fighting dark fluffies and phantasms, even after their Master Illusionist summoner was defeated... 1
Rudra Posted June 27, 2023 Posted June 27, 2023 (edited) 8 minutes ago, biostem said: I thought I remember fighting dark fluffies and phantasms, even after their Master Illusionist summoner was defeated... You do. However, they are on set timers unlike the Demonlings and Umbral Beasts NPCs summon that go away when the summoner/creator dies. Edit: So if a "pet" will go away eventually regardless of whether anything happens to the summoning NPC, they remain even after that NPC is defeated until their timer finishes. If a pet does not go away after a set time, it goes away when the summoning NPC is defeated. That's the difference. So the Dark Servants and Phantasms are more pseudo-pets than pets. Edited June 27, 2023 by Rudra 1
TheZag Posted June 27, 2023 Posted June 27, 2023 It would be more consistent if the mobs summoned stuff despawned when they die but i wouldnt feel its more fair. Mobs suck bad enough already and i wouldnt want to debuff them just for the sake of consistency with player characters. Many of the mobs need their unfair advantages to make up for their lack of intelligence.
Forsetti Posted June 30, 2023 Posted June 30, 2023 Mmm, oh yes, please I hate fighting Malta Engineers, who immediately call for machine gun turrets, who never despawn and gives no exp when defeated Sue 2
Rudra Posted June 30, 2023 Posted June 30, 2023 36 minutes ago, Forsetti said: Mmm, oh yes, please I hate fighting Malta Engineers, who immediately call for machine gun turrets, who never despawn and gives no exp when defeated Sue Those should definitely at the least have timers that triggers a despawn after a while.
Sakura Tenshi Posted June 30, 2023 Posted June 30, 2023 On 6/26/2023 at 4:11 PM, biostem said: I could be misremembering, but I vaguely recall it was that way because the enemy-created pseudopets don't track their caster/owner like player ones do - they're just separate entities that happened to have been created by another NPC using a power. If that is the case, then a simpler adjustment would be to give them a relatively short timer, after which they simply despawn. If they don’t track their caster, why does the Sky Raider Engineer shield projector change sides only if the caster engineer has been confused, even after it’s been summoned?
biostem Posted June 30, 2023 Posted June 30, 2023 (edited) 3 minutes ago, Sakura Tenshi said: If they don’t track their caster, why does the Sky Raider Engineer shield projector change sides only if the caster engineer has been confused, even after it’s been summoned? Well, that's why I couched my statement with "I could be misremembering", but either way, knowing if your'e an enemy or an ally of the player, as would be the case for a confused Sky Raider Engineer, need not track the specific owner/summoner, only whether they are friendly to PCs or not... Edited June 30, 2023 by biostem
Saiyajinzoningen Posted July 2, 2023 Posted July 2, 2023 On 6/30/2023 at 5:55 PM, biostem said: Well, that's why I couched my statement with "I could be misremembering", but either way, knowing if your'e an enemy or an ally of the player, as would be the case for a confused Sky Raider Engineer, need not track the specific owner/summoner, only whether they are friendly to PCs or not... i know what this thread is about and i apologize for the tangent but what exactly happens if u confuse an engineer before they summon the projector? will it be on your side permanently? what an interesting experiment.................. Its easy to criticize a suggestion but can you suggest an alternative?
JasperStone Posted July 2, 2023 Posted July 2, 2023 I was doing the Twinshot Badges and was in the Big Leagues part(10-14) During the "Univited Guests" mission Dr. Graves (second pylon I think) summoned his Pets. But when I defeated him, the pets went down as well. Forums - a place, meeting, or medium where ideas and views on a particular issue can be exchanged. "it will be a forum for consumers to exchange their views on medical research" Spam Response- Spam, in the context of cybersecurity, refers to any unsolicited and often irrelevant or inappropriate messages sent over the internet.
Rudra Posted July 2, 2023 Posted July 2, 2023 (edited) 5 hours ago, Saiyajinzoningen said: i know what this thread is about and i apologize for the tangent but what exactly happens if u confuse an engineer before they summon the projector? will it be on your side permanently? what an interesting experiment.................. Last I checked, the FFGs don't change sides after summoning. So if you confuse a Raider Engineer and then he summons the FFG, the FFG shields you for as long as it is not destroyed. It will not follow you though. And if you confuse the Raider Engineer after he summoned it, it still shields the other Sky Raiders. 3 hours ago, JasperStone said: I was doing the Twinshot Badges and was in the Big Leagues part(10-14) During the "Univited Guests" mission Dr. Graves (second pylon I think) summoned his Pets. But when I defeated him, the pets went down as well. On 6/26/2023 at 6:26 PM, Rudra said: That would be the part that made no sense to me. The fact the Live devs coded powers to track their caster when created by a PC but not by a NPC. After all, actual pets created by the NPCs still track their creator and despawn upon their defeat just like they do for players, but pseudo-pets don't. Like I pointed out in the quoted post, actual pets like Dr. Graves' undead, the Girlfriend from Hell's demons, the Drudge's Umbral Beasts, and so forth all de-spawn upon the summoning mob's defeat. Pseudo-pets like Phantasms, Dark Servants, Shades, Sky Raider Force Field Generators, Malta Auto Turrets, and so forth do not. Edited July 2, 2023 by Rudra Edited to add "Sky Raider" and "Malta". 1 1
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