pets remain where last /wait if log/lag out

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uPgradE
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pets remain where last /wait if log/lag out

Post by uPgradE »

A low about lost his wardog at archers..
I told to put in safe spot and type /wait..
Reminded me that it doesnt help if lag out or log.

Maybe set so pets stay where you /wait them when you log back in..

Its one thing for highs to lose a wardog (just buy a new one and shrug it off)

Little different if a lvl 50 logs/lags and lose pet..

((Exception would be siege weapons))
Cage = LVL 2200 Archer
cestes = LVL 122 Mage
SYSTEM = LVL 20 MAGE (LIFE IN PRISON!) :twisted: :lol:
[HAPP]YHALLOWEEN = LVL 31 Archer 🎃
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rearrow
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Re: pets remain where last /wait if log/lag out

Post by rearrow »

agree. especially with all the lags/disconnects.
staying at wait station should solve many problems.

and low lvl pets die so easy.

strangely enough i think siege weapons should be completely different. they are huge wooden structures which basicly should follow u everywhere like a normal pet. they certainly should stay at wait station.
in reality they were often constructed on site. if traveling they were very slow, and required entire armies to protect. they were easy to set on fire too.
a siegeweapon like a normal pet for only one character which doesnt slow him down and cant be attacked is kinda ridiculous.

i would find it more logical and in the spirit to promote clans if it would require several characters to make a siege or have a siege max per clan. traveling with one would slow the character down to slow spell rate. since this would make him vulnarable he would need/want escort of clanmates while bringing the siege to the castle its ginna shoot.
after the siege is over the char would have to travel it back to his own castle to keep it safe or dismiss it. unless he wanted to keep being slow of course.
blitzcraig
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Re: pets remain where last /wait if log/lag out

Post by blitzcraig »

this is a really interesting idea to me... to take it a little further, the existing siege weapons could remain (but made weaker to account for their mobility) and we could add a new clan building siege weapon... it would function like a normal building (can't move, time and materials to build, attacked by enemies etc..) which would have much higher attack than mobile one... build it near the building you wish to destroy, than sell it afterwards ;)
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rearrow
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Re: pets remain where last /wait if log/lag out

Post by rearrow »

yes a perspnal siege weapon could be some kind of fire rocket (chinese had these already bc).
Or a balista as big hitter for clan with all the limitations.
Rehtua
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Re: pets remain where last /wait if log/lag out

Post by Rehtua »

You know, rearrows post about having to take care of a pet and all got me thinking, what if in addition to the buildings the clan could raise a defender to help protect their buildings? Like a dragon that can be fed and as it grows its power does as well. It would be like a boss fight and then a single person wouldn't be able to kill a whole clan building alone as they would need help to defeat the dragon.
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uPgradE
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Re: pets remain where last /wait if log/lag out

Post by uPgradE »

Building stats were just updated to fix 1player from destroying. ...

But i do like the concept of a guard dog ;)
+1

Or maybe a guard worm ;P
Cage = LVL 2200 Archer
cestes = LVL 122 Mage
SYSTEM = LVL 20 MAGE (LIFE IN PRISON!) :twisted: :lol:
[HAPP]YHALLOWEEN = LVL 31 Archer 🎃
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rearrow
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Re: pets remain where last /wait if log/lag out

Post by rearrow »

kind of hyjacked this post.

PETS STAY AT WAITPOINT AFTER LOGOFF : YES PLEASE
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Insider
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Re: pets remain where last /wait if log/lag out

Post by Insider »

rearrow wrote:kind of hyjacked this post.

PETS STAY AT WAITPOINT AFTER LOGOFF : YES PLEASE
I think this idea is important enough to send riight to compbatant :)
Not sure if he has enough time to find it here
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Arachnia
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Re: pets remain where last /wait if log/lag out

Post by Arachnia »

There is a downside to this suggestion.

The situation now is as follows:
If the pet waitpoint is far away, you log out if you see any danger for pet on minimap.
After relog your pets are near you to be protected.

After the suggested change, pets would still be in jeopardy.
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Insider
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Re: pets remain where last /wait if log/lag out

Post by Insider »

Arachnia wrote:There is a downside to this suggestion.

The situation now is as follows:
If the pet waitpoint is far away, you log out if you see any danger for pet on minimap.
After relog your pets are near you to be protected.

After the suggested change, pets would still be in jeopardy.
Its rare situation. Much more often is when u leave ur pet far away of worms and then u lag surrounded by them...
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