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Narissa | Mon 19-Nov-07 08:49 PM |
Member since 04th May 2003
279 posts
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#234, "Druid Companions"
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1. Can you please make the druid companions to be like the conjurer's companions? Flushing out a thief/assassin with earthquake when the companions are not in the group has created a lot of headaches when the companions turn against the druid. Make them friendly to the druid.
Or at least make them amicable when the druid flees and returns back. Current status is they are still aggro to the druid. Even victims being attacked by the companions are not re-attacked upon standing the same room with the companions.
2. Make the treant undetectable in forested areas. Currently people can use 'where treant' to it and know the location of the druid who is in treeform or camo.
thanks!
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Zulghinlour | Tue 27-Nov-07 02:18 PM |
Member since 04th Mar 2003
9792 posts
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#235, "RE: Druid Companions"
In response to Reply #0
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>1. Can you please make the druid companions to be like the >conjurer's companions? Flushing out a thief/assassin with >earthquake when the companions are not in the group has >created a lot of headaches when the companions turn against >the druid. Make them friendly to the druid.
Not sure what you're talking about, liveoak and callofthewild ARE in your group.
>Or at least make them amicable when the druid flees and >returns back. Current status is they are still aggro to the >druid. Even victims being attacked by the companions are not >re-attacked upon standing the same room with the companions.
Now that would be silly. You attacked them.
>2. Make the treant undetectable in forested areas. Currently >people can use 'where treant' to it and know the location of >the druid who is in treeform or camo.
That is one of the limitations of trying to use both of those together. So long, and thanks for all the fish!
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Narissa | Tue 27-Nov-07 08:06 PM |
Member since 04th May 2003
279 posts
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#236, "RE: Druid Companions"
In response to Reply #1
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Nariss> Let me clarify:
>1. Can you please make the druid companions to be like the >conjurer's companions? Flushing out a thief/assassin with >earthquake when the companions are not in the group has >created a lot of headaches when the companions turn against >the druid. Make them friendly to the druid.
Not sure what you're talking about, liveoak and callofthewild ARE in your group.
Nariss> Not when you are traveling with others. Eg. com earthquake to flush out hidden enemies, it actually hits the COTW and Treant, which in turn hits out at you and groupmates. Is that to be?
>Or at least make them amicable when the druid flees and >returns back. Current status is they are still aggro to the >druid. Even victims being attacked by the companions are not >re-attacked upon standing the same room with the companions.
Now that would be silly. You attacked them.
Nariss> That's the point! The issue is the druid has no intention of hitting them (see above) because the said code puts the creatures out of his group.
Nariss> Anyway, when a druid flee and come back after (accidentally) hitting the creatures, they continue to 'hunt' him. Also the creatures are no long his pets and release all pet does not not work too.
Nariss> Yet when an enemy hits them (aka rescue or in purpose), they are not hostile towards the enemy such that the enemy can flee and come back without fear of the auto-attacks/hunt.
Nariss> Is this supposed to be? Don't see issues with conjurers, nightwalkers.
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Zulghinlour | Tue 27-Nov-07 08:08 PM |
Member since 04th Mar 2003
9792 posts
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#237, "RE: Druid Companions"
In response to Reply #2
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>Nariss> Let me clarify: > >>1. Can you please make the druid companions to be like the >>conjurer's companions? Flushing out a thief/assassin with >>earthquake when the companions are not in the group has >>created a lot of headaches when the companions turn against >>the druid. Make them friendly to the druid. > >Not sure what you're talking about, liveoak and callofthewild >ARE in your group. > >Nariss> Not when you are traveling with others. Eg. com >earthquake to flush out hidden enemies, it actually hits the >COTW and Treant, which in turn hits out at you and groupmates. >Is that to be?
Very much by design, and your choice to control.
>>Or at least make them amicable when the druid flees and >>returns back. Current status is they are still aggro to the >>druid. Even victims being attacked by the companions are not >>re-attacked upon standing the same room with the companions. > >Now that would be silly. You attacked them. > >Nariss> That's the point! The issue is the druid has no >intention of hitting them (see above) because the said code >puts the creatures out of his group.
See above.
>Nariss> Anyway, when a druid flee and come back after > accidentally) hitting the creatures, they continue to 'hunt' >him. Also the creatures are no long his pets and release all >pet does not not work too. > >Nariss> Yet when an enemy hits them (aka rescue or in >purpose), they are not hostile towards the enemy such that the >enemy can flee and come back without fear of the >auto-attacks/hunt. > >Nariss> Is this supposed to be? Don't see issues with >conjurers, nightwalkers.
Servitors are a different kettle of fish than called pets. Druid pets will not be changing to servitors. So long, and thanks for all the fish!
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ORB | Wed 28-Nov-07 12:42 AM |
Member since 04th Mar 2003
993 posts
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#238, "RE: Druid Companions"
In response to Reply #3
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What about allowing Treants to Camo? I mean how hard could it be for a tree to hide amongst trees? That which does not kill us, makes us stronger.
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