Pets attacking through walls

Started 13 Mar 2019
by Connavar
in RvR
We cannot bomb through walls and doors. Ok. Then please fix it that certain pets (bd, theurg, hunter) just move through walls and doors and attack everyone behind.
Wed 13 Mar 2019 9:47 PM by Greenangel
Thats how it was at this patch level and on classic pets went through doors if nucked to defend there master.
Thu 14 Mar 2019 9:34 AM by Thalyn
And that is really bad. That is not because it was on classic that it is a good thing. Dot poisons ticking every reapplication was probably (maybe not) a bad thing and it was removed, pbaoe working through walls was on classic and it was removed by Phoenix devs. Pets going through closed doors (a fortress) and attacking, pets casting without sight, through walls (every pet class, or every charming class? I think) is profoundly irealistic, painful for gameplay, and overall bad. If the devs have technically the possibility to fix it, it should be fixed.
Thu 14 Mar 2019 3:25 PM by BisbyHoughton
Yeah this is definitely a mechanic that needs to be reviewed IMO, especially if devs are wanting to get more people into taking and defending keeps.
Thu 14 Mar 2019 4:37 PM by gruenesschaf
Pets going through doors is something that is unlikely to get fixed until quite a bit later. The path finding we are using currently is entirely static / built up front and doors just don't exist in it and adding those would be a really major effort, quite a while back people asked for NF and we said even if we wanted to, which we didn't, it would take at least 4 months to implement it, the vast majority of it would be for redoing pathfinding to handle the dynamic keep layout changes wrt pathing / line of sight.

As a half way mark we made our line of sight handling know about keep status and manually added the doors into it which should prevent aggro and casts from happening through doors (mobs not having a second los check is still an intended thing though, hence if a mob ever starts to cast it will finish it even if you are inside by then) but it's just a rather hacky solution at this time and not working in all cases / from all angles.

Also if you see mobs freely move through walls that means the path finding for what ever reason got disabled, that's usually because it sometimes just crashes (that was btw the reason we had rare complete server crashes until the end of january when we separated path finding out into its own process) and it can sometimes take a while for it to restart. There is one other case where mobs will go through (thin) walls, even with path finding enabled and that is if you are already in melee range, then they ignore all structures and just follow you.
Fri 15 Mar 2019 10:41 AM by Luluko
I had cab caster pet nuke my lvl 36 rm for 170 through the amg wall and died ofc would be nice if that got fixed
Fri 15 Mar 2019 2:26 PM by Thalyn
gruenesschaf wrote:
Thu 14 Mar 2019 4:37 PM
Pets going through doors is something that is unlikely to get fixed until quite a bit later. The path finding we are using currently is entirely static / built up front and doors just don't exist in it and adding those would be a really major effort, quite a while back people asked for NF and we said even if we wanted to, which we didn't, it would take at least 4 months to implement it, the vast majority of it would be for redoing pathfinding to handle the dynamic keep layout changes wrt pathing / line of sight.

As a half way mark we made our line of sight handling know about keep status and manually added the doors into it which should prevent aggro and casts from happening through doors (mobs not having a second los check is still an intended thing though, hence if a mob ever starts to cast it will finish it even if you are inside by then) but it's just a rather hacky solution at this time and not working in all cases / from all angles.

Also if you see mobs freely move through walls that means the path finding for what ever reason got disabled, that's usually because it sometimes just crashes (that was btw the reason we had rare complete server crashes until the end of january when we separated path finding out into its own process) and it can sometimes take a while for it to restart. There is one other case where mobs will go through (thin) walls, even with path finding enabled and that is if you are already in melee range, then they ignore all structures and just follow you.

Very interesting, and informative. Thank you.
Fri 15 Mar 2019 3:01 PM by Dominus
while we're at it, can we fix the run masters that cast through walls at keeps. Very hard to take relics when druids are nuked by an unseen enemy at the top of a keep. LOS should work both ways (players and npcs)
Fri 15 Mar 2019 3:04 PM by doflynn
Luluko wrote:
Fri 15 Mar 2019 10:41 AM
I had cab caster pet nuke my lvl 36 rm for 170 through the amg wall and died ofc would be nice if that got fixed

We will hold a candlelight vigil for you, RIP
Fri 15 Mar 2019 3:39 PM by Luluko
doflynn wrote:
Fri 15 Mar 2019 3:04 PM
Luluko wrote:
Fri 15 Mar 2019 10:41 AM
I had cab caster pet nuke my lvl 36 rm for 170 through the amg wall and died ofc would be nice if that got fixed

We will hold a candlelight vigil for you, RIP
Fri 15 Mar 2019 11:15 PM by BisbyHoughton
gruenesschaf wrote:
Thu 14 Mar 2019 4:37 PM
Pets going through doors is something that is unlikely to get fixed until quite a bit later. The path finding we are using currently is entirely static / built up front and doors just don't exist in it and adding those would be a really major effort, quite a while back people asked for NF and we said even if we wanted to, which we didn't, it would take at least 4 months to implement it, the vast majority of it would be for redoing pathfinding to handle the dynamic keep layout changes wrt pathing / line of sight.

As a half way mark we made our line of sight handling know about keep status and manually added the doors into it which should prevent aggro and casts from happening through doors (mobs not having a second los check is still an intended thing though, hence if a mob ever starts to cast it will finish it even if you are inside by then) but it's just a rather hacky solution at this time and not working in all cases / from all angles.

Also if you see mobs freely move through walls that means the path finding for what ever reason got disabled, that's usually because it sometimes just crashes (that was btw the reason we had rare complete server crashes until the end of january when we separated path finding out into its own process) and it can sometimes take a while for it to restart. There is one other case where mobs will go through (thin) walls, even with path finding enabled and that is if you are already in melee range, then they ignore all structures and just follow you.

Thanks for taking the time to give us a peek behind the scenes at what goes into this particular process. I reckon I can deal with it, because that sounds like a nightmare to fix lol.
Sat 16 Mar 2019 12:14 AM by Connavar
Well, thank you for the reply. I understand now that you cannot fix the movement path without investing a lot of time.

What about giving all closed doors a damage aura with 0 range and anything which passes get killed by it? The pets would move through and die instantly. Problem solved.
Sun 17 Mar 2019 6:53 AM by easytoremember
Connavar wrote:
Sat 16 Mar 2019 12:14 AM
What about giving all closed doors a damage aura with 0 range and anything which passes get killed by it? The pets would move through and die instantly. Problem solved.

lol if they could pull off that sort of detection why not just disengage the pet rather than kill it?
In the case of wisps/theurg they probably would never retry to persue their target after the gate did open, but controlled pets could return to their masters (I think)
Sun 17 Mar 2019 10:46 AM by CronU
Connavar, you are really complaining here about the small amount of alb and mid pets here?
As a Hib. Really?
I mean.. do you really?
That is really funny, because before they need to fix the small amount of diffrent Alb and Mid pets.. imo the biggest change should be the ANIMIST SHROOMS.
They (the shrooms) just have 1 Line-of-Sight and Cast-Range check. When they start casting. If you entered the range and sight of the shrooms, you can do NOTHING against getting hit by them. LOS? doesn't matter! 5k range? doesn't matter! Is this classic like? YES it is. And we all have to life with it.
So please, please mister Hib. Stop crying about such small pet issues if your realm got the bigger ones.
Thu 21 Mar 2019 6:27 PM by Connavar
Yes i complain about the pets and they are many pets in rvr.

Shrooms? They are tricky when you are alone and you don't see them until you are near them. Against groups? A joke since the damage is split. When you are alone just don't run near them.

I use my animist only for farming but the shrooms have 1k range. 15 shrooms per animist, 30 in an area. Several animists are blocking each other. The theurgs for example don't have this problem.

The problem with the LOS i don't know. I cannot test it as a hib. When LOS doesn't matter after the first cast then it must be changed.
Sun 24 Mar 2019 12:48 PM by MadDog
Its a lot of fun tho.

In thid your pet can solo kill a caster so easily.

Killed a wizard in the keep, he got rezzed but still had him on target so i sent the pet back and killed him again lol.
Sun 24 Mar 2019 3:52 PM by Expfighter
Luluko wrote:
Fri 15 Mar 2019 10:41 AM
I had cab caster pet nuke my lvl 36 rm for 170 through the amg wall and died ofc would be nice if that got fixed
yea the same way chanter pets, druids pets, menty pets do ALL the time!
Sun 24 Mar 2019 3:54 PM by Expfighter
Connavar wrote:
Thu 21 Mar 2019 6:27 PM
Yes i complain about the pets and they are many pets in rvr.

Shrooms? They are tricky when you are alone and you don't see them until you are near them. Against groups? A joke since the damage is split. When you are alone just don't run near them.

I use my animist only for farming but the shrooms have 1k range. 15 shrooms per animist, 30 in an area. Several animists are blocking each other. The theurgs for example don't have this problem.

The problem with the LOS i don't know. I cannot test it as a hib. When LOS doesn't matter after the first cast then it must be changed.
Theurg pets OMG can't believe you are comparing your pets with theurg pets, thuerg pets have 1 target and are easy to kill, your pets can lock down an entire area and switch targets instantly.

you are an animist, a fungus crack dealer, you have zero/ZERO/0 right to talk about other classes pet exploits, your class exploits the MOST!
Thu 28 Mar 2019 9:09 PM by Connavar
I am a mentalist. And i have the same rights to complain about bugs like everyone else.
Fri 29 Mar 2019 3:51 PM by joshisanonymous
What exactly is so bad about this? I mean this as a real question, because I don't see it. I occasionally send my pets on someone in a keep, but only if I've already managed to nuke them almost to death before they got out of LoS, otherwise the pets just die instantly and I have to waste a ton of power recasting pets when I could be nuking. It's hard to imagine which moving pets can cause lots of problems with keep defenders.
Sun 31 Mar 2019 3:53 AM by qq6
Do you know how many casters with pets i kill when i am in really good places? Almost none, because pets are ridiculous, you can be 2 stories high in a keep or a mile gate above, and pets just insta run straight through everything. Its insta death, you cant run away, you cant stealth, have you tried hitting pets in melee, most take so long to kill. I would love it if pets got a los check somehow, to at least have a chance vs casters.

Shot a bd today, just to change it up a bit... lol, started running from him, over 2 hills, he doesnt see me, pets cast through 2 hills without line of sight.... how is this beatable?
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