Why do you have to screw Tamers at every turn ?
Why do mobs have to automatically target me instead of my gigantic pet which takes up most of the screen and inflicts the most damage on anything and everything ? Why do I have to command my pet 15 times to kill something because it autotargets something else, instead of the monster it was put on in the first place ? Why do you put their intelligence so high on their stats but then make them out to be a complete imbecile when it comes to other monsters attacking them. They suddenly go "uhh duhh, derr derr" and attack anything else that moves instead of their original commanded target, commanded by the damn way, by a 3x120 Tamer, yet they still do what they want ? Why do you code it this way ? Do you sit at home giggling to yourself about how you control anything and everything in UO to the point that it's almost unenjoyable ? These are questions that run through my mind when I finally decide to go out and actually do something in UO only to be disappointed yet again by ridiculous coding. It reminds me of old Dungeon Masters I used to play under back in the 80s, that were so afraid to give players anything of value because it might ruin "their campaign.
This just further solidifies my argument that you don't actually play the game, otherwise you would KNOW the things that are inherently wrong with some game mechanics and would fix them immediately. I just don't get it, and I would much rather hear a Dev member tell me that I"m wrong or explain to me the reasoning other than a heavy handed moderator berate me for speaking the truth about a game that I PAY to play.
This just further solidifies my argument that you don't actually play the game, otherwise you would KNOW the things that are inherently wrong with some game mechanics and would fix them immediately. I just don't get it, and I would much rather hear a Dev member tell me that I"m wrong or explain to me the reasoning other than a heavy handed moderator berate me for speaking the truth about a game that I PAY to play.
You and Several Others like this.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
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Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
it’s very relaxing and peaceful fishing
but ya I agree with you completely
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
So All follow me, screw this nonsense we're going home and watching Real Housewives of Vesper......
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
stay alert
Yes that place is a mess for a tamer. Stuff always spawning pet always running from target to target killing only a few of them.
As we said long ago, the issues and bugs will get overwhelming one fine day and and any coder will quit and find a new project instead of cleaning up 25 years worth of issue.
Pls start soon.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Besides the issues which you well point out, such as MoBs targeting the Tamer rather then the pet even when the pet is right next to the MoB and is also attacking it, or that Pets commanded to attack a specific MoB then change their target to something else, there is also several other issues which affect pets and taming and contribute to the detriment, to my opinion, of playing this particular template...
For example, the issue that damage done by pets, to my understanding, is cut down to 50%, or the issue that Area Spells which most high end MoB have of one kind or another, restrict the ability of Tamers to vet their pets and thus they have to rely on spells, rather then using the more natural Veterinary (it would only take a change to the range at which vetting a pet is possible, make it higher then what AOS works, and tamers could again vet their pets... after all, doesn't Consume Damage work at quite a distance from the pet ? So why couldn't veterinary be made the same ?).
Also, many training abilities for pets have problems.... either they do not work or not work well, or consume so much mana for little to no benefits, that Tamers often do not train their pets in that ability to preserve their mana only for what is really important... Tamers can select several abilities for their pets but, often, they end up chosing only 1, in order not to have the pet drain all of its mana for an ability which does not help them much in fights... if this was fixed, then Tamers could again select multiple abilities for their pets rather then only 1 thus making them more effective in fights....
These are the most relevant which come to my mind on the fly, an expert tamer I imagine could list additional ones which result in the tamer template being at quite a disadvantage....
The difficulty of a Sampire is to build the template, put together the gear but then, when the Template setup is done, then, to my understanding, fights are rather easy saved for some more difficult bosses.... it is pretty much, as I understand it, a matter of pressing some macros during the fight.
Now, with taming, the difficulty should be in the training of the pet, chosing the right training "build" that best works with that pet but, then, after having fully trained a pet the proper way, it does should be, to my opinion, as pretty much it looks to for sampires, an easy task for a tamer to get MoBs killd saved some exceptions for a few higher MoBs.
As a work around, not a fix which should come from the Developers to pet's A.I., but a mere work around for the time being, try, before engaging a tougher MoB, to 1st tell your pet the command "follow" and target that MoB which you want your pet to stick on, and then, after that, tell your pet to kill that MoB also....
It might not work all the time, and your pet could still divert its attention on something else and disregard the MoB which you have prioritized as its main target but, at least, it might help reduce a little the issue....
Good luck.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
leave it as it is or YOU will be sorry. That’s guaranteed
you just need to learn you cannot have a fire and forget missile in this game
I like the team they're pretty cool but its time to do work.
especially when a mob has necromancy and it animates dead and your pet gets surrounded by those banshee mobs with like 10hp that spam mortal and you literally can’t get your pet to attack them. I end up walking over and smacking them with a mage weap”
everything clear.
Some of the reasoning I'm not sure - the original Pet AI targeting is some of the oldest functionality in game. There are other pet training AIs that can also impact pet targeting - but those are a case by case basis and would need more details to know where to begin.
Stay safe during Ian!
@Kyronix
There's 3 red archers during the khaldun spawn. They stand in a triangle shape. They are 10 or more squares away from each other.
1. If you tell your pet to attack one, the pet heads to it but before it gets there, another archer will attack it. The pet then heads to that target. But, before it gets to the new target it is hit by another archer. So the pet heads to it. This repeats. It could repeat forever because the pet will never get to an archer before it goes to another. Even tho you are telling it to attack a specific one.
2. A pet surrounded by mobs.
The pet will attack a mob and stop because it changes targets to another aggressor. Basically the pet will keep changing targets and never bite any mob. It goes into what I call a death spin. It just spins changing targets no matter if you keep telling it to attack a specific one.
3. Pets will wonder off screen.
You tell the pet to attack a high hp target. You start casting and healing others. If the pet is aggroed by a mob far away, the pet will go to that mob. Since you are busy healing others and casting on the high hp target, your pet is 3 screens away trying to attack some mob on a hill.
4. Pets can't navigate terrain.
Start on second floor Luna bank. Go at a medium speed down to the stable. The pet will not navigate the stairs without help. Then the pet will get hung on the paladins as you head to the stable.
Take a pet to yamotsu mines. Try to run to the fire beetle area. There is no way a pet will navigate even if you are spamming all follow.
Pets get hung on trees when you navigate woods.
Good Luck fixing these things.
We want the pet to attack the target we ask it to attack and ignore the others.
Other things.
1. When bladeweaving is on a pet. We should be able to change the pet from offensive to defensive mode. We can not. Some players have found unconventional methods to do it.
2. Remember when publish 97 came out, a casting pet, such as magery, would stand back from the target and cast spells. We complained because we were new at controlling our pets and had not learned how to be tamers under the new system. Basically we kept getting killed. So you made casting pets go to the target and melee.
Can you put that back on magery Pets. We have advanced and now know that we would like a casting pet to stand back and cast spells when the pet decides to cast.
Necromancy on Pets.
Few spells work . The spell with the skulls casts but does not increase damage. @PlayerSkillFTW can describe better.
Thanks
One that locks on a single target like the Revenant.
Another that picks the strongest target.
And the third one will be skirmishes, so the pet will attack which ever is nearest enemy.
All kill one
All kill strongest
All kill nearest
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
@PlayerSkillFTW
Well, at the very least, the more expert UO players who know well all of the ins and outs of what does not work or works badly with Pet Training abilities, could point out a few "Major" ones which should really get Developers' attention for a fix....
Perhaps, the Developers might not fix any and all not working or mulfunctioning Pet Abilities but a few, highly prioritized ones, they could....
I mean, let the Developers decide how to prioritize their work but the players should still point out, well prioritizing, what they think does not work with Pet Abilities.... starting from the most important that they consider as necessary to get fixed, down to the least important.
Then, the Developers will figure out whether they have no time to fix any, some time to fix a few most important ones, or can somehow find the time to get them all fixed....
But the main important thing, I guess, is having expert UO players pointing them out, which mulfunctioning Pet Abilities they consider as most important, "game breaking" for a Tamer, and then down to those still mulfunctioning but, somewhat less important.
If I was knowledged enough as a UO tamer player I would point them out, but I lack the necessary experteese with pet Training so, I guess, it is better to leave this to the UO Tamers' "Pros"....
I sure hope that, @Kyronix will make that invitation, so that the UO players well knowledged about Pet Training might then want to come forward and list in these UO Forums, what Pet Training abilities, to their opinion and findings, do not work well and should therefore be looked at and fixed so that the Tamers' gaming experience in UO could be more enjoyable and fullfilling.