MsSmart Posted September 24 Posted September 24 Normally when defeated our pets go poof, while with for example Manta folks the darn flying machine gun stays after its master has been defeated. It would seem only fair if the player's pets would remain, so they can cover their master undergoing a rez. Thank you
Rudra Posted September 24 Posted September 24 I'm trying to run off memory here, but the problem I believe is with the pets themselves and how they have to function. When a player character with pets summons their pets, the pets are still linked to the character. So when the controlling character is defeated, the source for the pets is gone and they are also defeated. When a mob summons pets, the pets are not linked to the mob, they are their own entities. So when the summoning mob is defeated, the pets remain because they are basically their own entities and not subject to the summoning mob. 2 1
Uun Posted September 24 Posted September 24 11 hours ago, Rudra said: When a mob summons pets, the pets are not linked to the mob, they are their own entities. So when the summoning mob is defeated, the pets remain because they are basically their own entities and not subject to the summoning mob. This doesn't seem to be uniform. When you defeat Legacy Chain Tellus of Earth, any Animate Stone he summoned is also defeated. When you defeat IDF Heavy Troopers, Shock Troopers or Commanders, any Battle Orb they summoned is also defeated. Carnival Illusionists, Phantasms and Dark Servants summoned by Master Illusionists aren't defeated with their summoner, but they despawn after a few minutes. If Malta Auto Turrets are going to survive the defeat of the Operation Engineer that summoned it, they should at least despawn after a few minutes. Uuniverse
Rudra Posted September 24 Posted September 24 1 hour ago, Uun said: This doesn't seem to be uniform. When you defeat Legacy Chain Tellus of Earth, any Animate Stone he summoned is also defeated. When you defeat IDF Heavy Troopers, Shock Troopers or Commanders, any Battle Orb they summoned is also defeated. Carnival Illusionists, Phantasms and Dark Servants summoned by Master Illusionists aren't defeated with their summoner, but they despawn after a few minutes. If Malta Auto Turrets are going to survive the defeat of the Operation Engineer that summoned it, they should at least despawn after a few minutes. Yeah, it isn't consistent, but as best I understand it, the reason why mob pets persist and player pets don't is that link or lack. As for the mob pets that despawn, they all have timers for how long they can exist as defined by the power that summoned them. Even if the summoning mob isn't defeated, when that timer runs out, the pet goes away. So if the mob has not been defeated, the mob has to summon a new pet. So there are different considerations there. And to the best of my knowledge, unless the devs put timers on the mob persistent pets so that they go away on their own after being summoned, which means the mob will have to keep summoning as long as the mob survives, those persistent pets cannot be linked to the summoning mob for reasons I can't remember, so they won't go away until the player(s) defeat the summoned pets. (However, neither will those mob persistent pets pursue players as far as the summoning mob would if not defeated either. The mob summoned pets that persist after defeat seem to have a much smaller pursuit range than any other mob in the game. Like they are subject to a Stay command.)
MsSmart Posted September 24 Author Posted September 24 So it appears to me, the pets going puff or staying is an artifact on how they are programmed, and we see various artifacts as person defeat - pets goes poof, mob defeated - pets go poof, mob defeated - pets stay for a little while, and last mob defeated - pets stay till they themselves are defeated So my request, would seem, would require to relook at how the artifact is used for the pet, if given a choice as I explained, put my pets on a timer so they are around to provide cover when I try to resurrect. If anything, keep the game consistent.
Rudra Posted September 24 Posted September 24 22 minutes ago, MsSmart said: So it appears to me, the pets going puff or staying is an artifact on how they are programmed, and we see various artifacts as person defeat - pets goes poof, mob defeated - pets go poof, mob defeated - pets stay for a little while, and last mob defeated - pets stay till they themselves are defeated So my request, would seem, would require to relook at how the artifact is used for the pet, if given a choice as I explained, put my pets on a timer so they are around to provide cover when I try to resurrect. If anything, keep the game consistent. I'm not a dev, so I don't really know, but from my understanding, putting a timer on the pets would make them like the Dark Servant pet, they would go away after a set duration after being summoned or when defeated, whichever is first. 1
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