pennifuin Report post Posted August 25, 2005 well, i was thinking, why not have a #attack <player name> command for your summons! this would be very handy for pking purposes (obviously) it means you can concentrate your attacks on single people, meaning pking with summons becomes ALOT more tactical, also you can have a #attack no-one (doesnt attack anyone or anything) #attack <type of animal> (makes hunting specific animals with summons easier and means your summons doesnt take on anything too big!) hmm, please comment and play around with these ideas or whatever you want... please no flaming, constructive criticism only! Share this post Link to post Share on other sites
scarr Report post Posted August 25, 2005 hard to inplent i think Share this post Link to post Share on other sites
pennifuin Report post Posted August 25, 2005 (edited) well i dont know the technical side of all this, can someone please perhaps give us some insight?? surely it would just be like a more complex bot command?? i mean, bots recognise players, and can accept commands like dance?? Edited August 25, 2005 by pennifuin Share this post Link to post Share on other sites
trollson Report post Posted August 26, 2005 The server must know which summons belong to which character, and since the summoned creatures can attack it shouldn't be much of a problem to iterate through them and have them attach the named target, if in range, or move towards them. To have them queue up to attach the named target maybe more work, as the command would have to be saved, and the targetting repeated -- probably as part of the summoned movement routine (they already tend to follow their summoner, so there must be specifc coding for them). A problem with the '#attack <name>' command is that mister 'no-one' is going to be impervious, while mister 'Rabbit' will feel victimised... What if when the summoner selects to attack a target (using the 'flaming fist' icon), this sets the target for the summoned? I originally thought this was what happened when I was summoning rats and hunting rabbits Share this post Link to post Share on other sites
pennifuin Report post Posted August 26, 2005 but im talking about those who dont want to get their hands dirty themselves... Share this post Link to post Share on other sites
Roja Report post Posted August 26, 2005 This is actually a great idea, I think we will do it. Share this post Link to post Share on other sites
Learner Report post Posted August 26, 2005 This is actually a great idea, I think we will do it. 191189[/snapback] Does that mean that you might consider letting me add a #attack command to then rented Ants? Share this post Link to post Share on other sites
mihaim Report post Posted August 26, 2005 This ideea of controlling the summoned creatures is verry good and will be implemented in game as soon as possible. Share this post Link to post Share on other sites
Brom Report post Posted August 26, 2005 Ha! right on! Should it be level dependent? Such as a level 30 summoner would have his summons respond the the command with greater accuracy and range than a new summoner? May we have more maps multicombat so this would be more useful Share this post Link to post Share on other sites
Arnieman Report post Posted August 27, 2005 Just thinking with what Brom said above, if more maps are multi, that would create a real penalty for the I Can't Dance perkers. One question: this wouldn't allow summons to be directed against unwilling players outside of PK maps, would it? Share this post Link to post Share on other sites
warmastermage Report post Posted August 27, 2005 I think there should be a command that makes your summoned creatures stick around and guard you. Incase you run into a dangerous monster they can form a barrier around your and prevent the monster or pker from getting to you when you make your escape. Share this post Link to post Share on other sites
Lyanna Report post Posted August 27, 2005 Hmm... if you want to use queueing up summons to attack, you have the following possibility: Ryuu summons 20 Chim Wolves in KF. Ryuu: #attack Shivar (Chim Wolves queue up to attack Shivar) Ryuu: #attack DocToR (All Chim Wolves, except Wolf 1 who is attacking Shivar, queue up to attack DocToR) Ryuu: #attack Shasso (All Chim Wolves, except Wolf 1 against Shivar and Wolf 2 against Doctor, queue up to attack Shasso) Ryuu: #attack DonPedro (etc.) So if Ryuu types fast enough, you could end up with a 20-man battle against a horde of Chim Wolves. (Which would be lots of fun, of course... ) I suppose you're going to need things like a #cancel_attack and a #guardme command. Or maybe even an #avoid command, to protect friendly non-guild players. -Lyn- Share this post Link to post Share on other sites
Phenic Report post Posted August 27, 2005 Slightly similar. I've brought this up more than once now o..0 An actual menu of pointing and clicking would be far easier than typing in specific commands, (less time consuming). Time's a very important factor when dealing with summons - they tend instantly to run off and ne'er return, either due to attacking something large that wasn't the intended target, or just wandering aimlessly until they run out of health. I took Penn hunting with my bears yesterday in SKF. I summoned 12 bears- 2 were dead by the time I finished summoning (they attacked an ogre 1 by 1 instead of grouping), and 5 wandered off before we even met a mob, despite walking slowly.. needless to say, it was a very dissapointly short hunt like that. Perhaps also changing the range of a summon so they can't traverse the entire map without you? Summoning could be an extrodinarily valueable and fun skill if a few changes were made. Share this post Link to post Share on other sites
scarr Report post Posted August 27, 2005 logiscom: 3attack zaer shivar: zaer run! Share this post Link to post Share on other sites
Entris Report post Posted August 28, 2005 This is a great idea, i would like 2 see the #guardme command that Lyanne suggested it would be a good command for the summoners that r low on A/D. Share this post Link to post Share on other sites
scarr Report post Posted August 28, 2005 and a white list, who ur summons dont attack #wl name Share this post Link to post Share on other sites
pennifuin Report post Posted August 29, 2005 im glad this idea has been taken on board! good ideas with the extra commands (#guardme etc) Share this post Link to post Share on other sites
Brom Report post Posted August 29, 2005 Umm that command #guardme should be in place, but I will say it does not have a GREAT purpose until higher summoning levels. a horde of 20 rabbits is not that much of a guarding force against anything. And Summoning in general would be much more useful if more maps were multicombat. I do not see why more of them are not. Share this post Link to post Share on other sites
kl4Uz Report post Posted August 29, 2005 Actually I would prefer some sort of GUI implented system to controll your summons. EL is already a lot of keyboard work and I think a lot of people would like OSDs better than written commands. Share this post Link to post Share on other sites
vampireLOREN Report post Posted August 29, 2005 Actually I would prefer some sort of GUI implented system to controll your summons. EL is already a lot of keyboard work and I think a lot of people would like OSDs better than written commands. 191864[/snapback] how was your holiday kl4Uz?? (sorry off thread ) Share this post Link to post Share on other sites
trollson Report post Posted August 30, 2005 but im talking about those who dont want to get their hands dirty themselves... 191027[/snapback] If you have summoned creatures, and you click to attack a target, give the summoned the precedent to attack rather than the character. Assuming that if you have summoned creatures, you want to use them (and there isn't much use for them other than to attack, apart from annoy people outside of storage). If the summoner is now controlling the summoned, maybe its worth revisiting the suggestion that they get some portion of any experience earned by their critters -- experience for application rather than purely repetition, reduce the experience for the actual summoning (except for very minor creatures). Share this post Link to post Share on other sites
pennifuin Report post Posted August 30, 2005 a very just point, but does the exp go onto attack/defense, or summoning? personally i think it should go to summoning. i like this idea alot! Share this post Link to post Share on other sites
trollson Report post Posted August 31, 2005 a very just point, but does the exp go onto attack/defense, or summoning? personally i think it should go to summoning. Yes, to summoning. The experience would be being earned through application of the summong skill, through the summoner's control of the summoned, so should go there. Share this post Link to post Share on other sites
scarr Report post Posted August 31, 2005 mabya new icon for summoners they click right button to change it to a lil animal icon and they can control there summons..in a group where they click but afcourse non-summoners can put the option off Share this post Link to post Share on other sites
pennifuin Report post Posted September 1, 2005 (edited) mabya new icon for summoners they click right button to change it to a lil animal icon and they can control there summons..in a group where they click but afcourse non-summoners can put the option off 192231[/snapback] good idea shiv. Non-summoners wouldnt need to turn it off though, i mean non-fighters still have to put up with your silly little sword i mean, unless you give this option to everyone, to turn off whatever icon's they want. i woudlnt mind this, im always scared of accidentally clicking something bigger and meaner than me Edited September 1, 2005 by pennifuin Share this post Link to post Share on other sites