Unintentional spawn kills
Posted: Sun Mar 05, 2017 7:50 pm
Quite recently I've repeatedly lost pets parked either just outside Silverwood, Martek's, and at entries to dungeons like the blood mummies dungeon.
This has happened because players have created huge spawns and then either led them onto pets while running away out of the dungeon, or creating a spawn and then logging out, with the spawn heading towards the parked pets. Other cause was the black knights siege spawn event outside Martek's where my pets died before I could reach them.
Suggestions:
1) a red PM in the chat area alerting the player to the pet being attacked (perhaps when it first goes yellow)
2) parked (waited) pets being immune to monster attack and also unable to attack monsters
Active (non-waited) pets are of course at normal risk of monster attacks.
This gets rid of the unfair deliberate pet kills by dragging spawn onto them, and by pets being killed by unexpected spawn parties.
This also stops players parking pets on a spawn to grind XP and going AFK.
3) when players log out, all spawn in melee with them disappear unless they are engaged in melee by other players.
This prevents false tanking.
This has happened because players have created huge spawns and then either led them onto pets while running away out of the dungeon, or creating a spawn and then logging out, with the spawn heading towards the parked pets. Other cause was the black knights siege spawn event outside Martek's where my pets died before I could reach them.
Suggestions:
1) a red PM in the chat area alerting the player to the pet being attacked (perhaps when it first goes yellow)
2) parked (waited) pets being immune to monster attack and also unable to attack monsters
Active (non-waited) pets are of course at normal risk of monster attacks.
This gets rid of the unfair deliberate pet kills by dragging spawn onto them, and by pets being killed by unexpected spawn parties.
This also stops players parking pets on a spawn to grind XP and going AFK.
3) when players log out, all spawn in melee with them disappear unless they are engaged in melee by other players.
This prevents false tanking.