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Cassandra
Post subject: On druids and crashes  PostPosted: Feb 09, 2012 - 06:14 PM
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The old topic: what to do about druids having to return to town in the middle of a hunt in case they crash?

How hard would it be to code if druids would log in, by default, with a pet next to them? I mean, if Charonia crashes at the wall of trees, whenever she logs back in, she'd have the last pet she was with (or pet number 1 in the list) next to her, going to the stable only to switch pet or to let them sleep?

Sure, druids can log off to save their pet. But they already do that! In this way, at least, logging off would still mean that the pet could die when they log back in (and pets die anyway!), making it harder than simply resurrecting the creature. On the other hand, it would make druids have to apologise fewer times for making the whole party return to town after a crashÖ

Hunts never last forever anyway. There are corpses looted, armour to be repaired, reagents to be bought, and potions to be restocked. It is just frustrating that they end because of a crash that lasts a second. Smile
 
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hamartjana
Post subject: RE: On druids and crashes  PostPosted: Feb 09, 2012 - 07:58 PM
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Thanks for bringing this up, Cass. With so many things I would like to see tweaked in the druid class I am a bit shy of making one post after the other... (Davon probably understands).

It's a tricky problem. I had many ideas over time and sooner or later abandoned them all. The problem exists though and cannot be abandoned. Especially not with the amount of crashes that seems to happen in the interplay between Obie and Snow Leopard.It has happened to me uncountable times only in the last two weeks and apart from always feeling like you give an inconvenient interruption to a hunt, it wears you down, too.

Maybe a "summon from stable" spell which requires all the druid's mana points? (eg depending on level varying)?

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Neblin
Post subject: RE: On druids and crashes  PostPosted: Feb 09, 2012 - 08:31 PM
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Personally, I dislike talking about ideas for other classes (though I do have some, but I'm keeping them to myself) because I almost exclusively play as a rogue, and everyone who talks about rogue ideas has never played as one, or does not play as one, or is Laricen. Then again, they talk about nerfing the class.

What I was trying to get to was that I don't play as a druid, and have only done that for a week about 3 years ago, so my opinion can be disregarded or stolen by someone who does.

What about a pet whistle that you could use to summon the pet you used last to your side? Or give them more spells to control nature, and likewise the chaos that comes with it (Though they already have some, more is always better, and it seems like that is their purpose, to contribute to fights indirectly, and control them in some sense), so they can get to town safely. But as I said, I don't know much about druids, or other classes, and therefor I should shut my mouth. Sorry to every druid who reads this if I offended them.

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kowlickkid
Post subject: RE: On druids and crashes  PostPosted: Feb 11, 2012 - 11:13 AM
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This is an excellent idea. A druid should log back in the game with a pet or something to get the pet. Or at least tweak summon pet spell so that it will transport the pet that was last used to you, whether it be in the stable or the forest.

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Cassandra
Post subject: RE: On druids and crashes  PostPosted: Feb 11, 2012 - 02:30 PM
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Charo pointed out very well that logging in with a pet might be a problem in water (maybe the pet could be in the closest square of land and the druid would be as careful as possible logging off? Not ideal, I know). But yes, summoning from stable would be best. The problem remains with the pet dying a "natural" death in hunts and potential abuse. To be honest, I'd rather have druids being able to summon a pet to replace the fallen one than having them taming a harpie (when other classes die, they can still recover their weapons...).
 
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Shogun
Post subject: RE: On druids and crashes  PostPosted: Feb 11, 2012 - 10:18 PM
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I only read snippets of the conversation,

How about making it so that if a player logs off and has a pet when they log on they log back in with that pet. If they don't have a pet when they log off they don't log in with a pet.

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delimew
Post subject:   PostPosted: Feb 11, 2012 - 11:30 PM
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i'm also not a druid, so i don't know how much my opinion is worth. but whatever

pets logging off and on with their player is something i've been suggesting for years. i've never liked the way players can log off suddenly to stable their pet, nor the way an unwanted crash cripples them until they find a new pet. (i've also seen it lead to the unwanted filling of stable slots)

as for water, if it can remember where a pet was when you logged and put it back in the same place, this shouldn't be so much of an issue. i mean, the pet probably won't stay invisible, so it may be a problem in a hostile area. but it still feels like the best option to me. *shrugs*
*deli is hungry*

of course, if that's all too hard to code, then something closer to cass's idea is certainly a fair alternative.
 
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Jinker
Post subject:   PostPosted: Feb 13, 2012 - 02:05 AM
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If your pet is about to die you can just log off to save your pet, then login and it's right there. This is the reason it's how it is now. You can do that now, but you have to go to the stable to get it back. If you have your pet next to you when you login I can see this leading to exploits. Crashing sucks, but I'm not going to change something fundamental because a few people crash excessively. It is a beta, it's not perfect. Unless I can come up with or hear a better idea, I don't think it's going to change anytime soon.

A spell to summon pet from stable would produce the same exploit, same for an item like a pet whistle.

There are stables all over in guild halls and cities, but maybe some more stables can be added in needy hunting grounds. I'm open to suggestions for areas that need stables, or another solution completely.

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Jedd
Post subject:   PostPosted: Feb 13, 2012 - 02:30 AM
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I think most dungeons are near enough to a stable or a guild hall with a stable. Off the top of my head I can only think of one dungeon that isn't anywhere near a stable, and that's the Ice Dungeon. If a druid crashes in there, they have to travel pretty far to get to a stable. The closest one that I can think of is near the Duldrus portal. And that involves having to walk through many Gapers and Stone Golems.

I don't go to the ID enough to know if Druids actually go there, but if they do and they crash, they're out of luck. Even if a stable can't be added to any of the Ice Islands, it would probably help if one was added near the docks of Duldrus or something.

The MR/TM is quite close to the Dragon's Gate hall, so that isn't too much of a problem. Nystral's Tower is pretty close to Andris...I think Aborek is pretty close to Marali...

What about Skull? That's a somewhat popular destination and it's pretty far from any stable. If one were to be added close by, I think the island with the Temple would be reasonable.

And that's my two cents.
 
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Liaraen
Post subject:   PostPosted: Feb 13, 2012 - 04:57 AM
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The main thing I would change is this:

If your stable is full, you can still tame a pet.

When I druid, I keep one pet slot free for just this reason. If I crash and the pet goes to the stable, I know I will need to tame something on the go so I want to make sure I have a slot for it. Even if I don't have my high level pet, in most areas I can make do with what I find around me. In the ice dungeon, I can tame a frost spider and at least be on gooey/gaper patrol. Or I can tame then release the creatures biting on the mages to help out. But crash (or disconnect) a second time and... the free slot is gone, and I feel useless.

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delimew
Post subject:   PostPosted: Feb 13, 2012 - 06:10 AM
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Quote:
If your pet is about to die you can just log off to save your pet, then login and it's right there.


can you not make it work like a player, where they don't immediately log off if they have something targeting them? or would that be too harsh in the event of a crash?
*munches cookie*

oh, and lia's suggestion is golden. add that if you can.
 
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Cassandra
Post subject:   PostPosted: Feb 13, 2012 - 07:41 AM
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I was going to ask the same as deli just did, but I'd like to ask also if it's possible that the pet would log in with the same amount of health it had at the time of the crash.

Jedd, you are assuming that the druids always go in big parties. In smaller ones, where the druid might be one of the main elements, it might be quite hard to make the way back out to go to the stable...

And yes, Lia's idea would already be a great improvement. The pet could be gone after logging off, since the stable was full... It can be abused? Sure, you can decide halfway through a hunt that you brought the wrong pet and want to spare it by logging off and taming something else. But I'd say those would be minor situations...

That said, stables in dungeons, just like there are forges, would be cool. Or perhaps one or another stable in the woods that if not depend on halls.
 
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hamartjana
Post subject:   PostPosted: Feb 13, 2012 - 08:54 AM
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Jinker, just out of interest, which exploits are you thinking of?

For me, in almost every area I can quickly run to a stable (which is tedious but works.), except a) when I am in dungeons, which probably can't be changed but is the worst Smile b) at the rare items buyer next to the wall of trees, maybe he could keep a wolf in a tiny stable Very Happy c) in the ice dungeon. but maybe at some point a guild will build a guild house on one of those really pretty islands.

Lia, your idea is great by the way!

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Galena
Post subject:   PostPosted: Feb 13, 2012 - 02:56 PM
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delimew wrote:


oh, and lia's suggestion is golden. add that if you can.


Agreed. Smile Being able to tame a pet when the stable's full would mean not being able to keep the pet afterwards, correct?

And the last 3 ID hunts I went on all included a druid, I'm sure there have been more. So it's not super common, but it happens enough. And crashing for RTQ's and needing to go to a guild or stable could easily mean missing the rest of the event or a good portion of it. Where taming something like a summoned creature just to hold over, despite have a full stable, this change would be a fairly effective solution I think.
 
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Laricen
Post subject:   PostPosted: Feb 13, 2012 - 11:46 PM
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Given the usual complaints from druids, I'm not sure how big of a deal druids logging to save pets really is. They've been begging for pet resurrection forever.

What about making summoning more useful? Instead of just elementals that don't last, what about something more permanent that lasts until its death or the druid logs or crashes? It doesn't even have to be an elemental, but a random tamable creature found locally. It is not taming, but still gives druids some use without a pet.

Not sure how common stables are for guild halls, lowering the requirements to have one added would see that more are made.

Then again, like Neblin I'm just a rogue and don't understand druids at all. But I'm not trying to make things harder, so take what you can get.
 
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