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Posted by: JoKeR.3129

JoKeR.3129

Q:

this should be standard but it seems after you hide your pet away, and then take damage it pops back out !!! WHY !!!
the pet keeps you in combat longer than you should be if you are trying to run away from mobs etc and well, trying to do jumping puzzles and not take dam so you can make the jumps is very frustrating on small narrow ledges.
It should be an easy fix to make to lock pets away using the hide button.

Anyone else feel the same ?

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Posted by: Agadar.4931

Agadar.4931

It’s the most requested thing in the entire game.

I’m pretty sure Anet is aware of this, unless they are as ignorant of their community as I fear they are.

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Posted by: Stoneslammer.3650

Stoneslammer.3650

It’s the most requested thing in the entire game.

I’m pretty sure Anet is aware of this, unless they are as ignorant of their community as I fear they are.

Umm I am no programmer but maybe somone in the know can tell me how much more difficult it would be to say “stable” a pet as opposed to just stowing it. I would be all for leaving a pet or even both of em at a keep if it was the only way but many other games with similar classes had no problem implementing this feature right from launch.

Snipburz-Maguuma-TWT

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Posted by: Stoneslammer.3650

Stoneslammer.3650

Oh yea I forgot. /AGREE OP

Snipburz-Maguuma-TWT

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

It is very simple pet are as part of the ranger class as thier other weopans are. Untill they add a function that stows your weapon away in the same manner that you desire for pets this should not be add.

It is part of the class. If you would like to fight with a petless class create a warrior and cut your trait point by 40%. That will give you a close aproximation of a ranger without his pet.

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

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Posted by: Agadar.4931

Agadar.4931

It’s the most requested thing in the entire game.

I’m pretty sure Anet is aware of this, unless they are as ignorant of their community as I fear they are.

Umm I am no programmer but maybe somone in the know can tell me how much more difficult it would be to say “stable” a pet as opposed to just stowing it. I would be all for leaving a pet or even both of em at a keep if it was the only way but many other games with similar classes had no problem implementing this feature right from launch.

If they have programmed it in a sensible manner, they literally have to remove one single line.

It is very simple pet are as part of the ranger class as thier other weopans are. Untill they add a function that stows your weapon away in the same manner that you desire for pets this should not be add.

It is part of the class. If you would like to fight with a petless class create a warrior and cut your trait point by 40%. That will give you a close aproximation of a ranger without his pet.

This topic is way over your head it seems.

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Posted by: Ursan.7846

Ursan.7846

If they have programmed it in a sensible manner, they literally have to remove one single line.

Er, you don’t know this.

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Posted by: Agadar.4931

Agadar.4931

If they have programmed it in a sensible manner, they literally have to remove one single line.

Er, you don’t know this.

Do you understand the meaning of the word ‘if’?

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Posted by: Ursan.7846

Ursan.7846

If they have programmed it in a sensible manner, they literally have to remove one single line.

Er, you don’t know this.

Do you understand the meaning of the word ‘if’?

Even if they coded in the most efficient, optimal manner, you still don’t know what exactly is programmatically required for this change.

Games are a complex thing to code. I somehow highly doubt that the issue is simple as “if (ranger == combat) DISABLE STOW PET”

EDIT: Oops. Sorry, I didn’t answer your question. Yes, I know what if means. Thanks for asking though.

(edited by Ursan.7846)

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Posted by: Solandri.9640

Solandri.9640

Even if they coded in the most efficient, optimal manner, you still don’t know what exactly is programmatically required for this change.

Games are a complex thing to code. I somehow highly doubt that the issue is simple as “if (ranger == combat) DISABLE STOW PET”

It’s almost that simple. All they have to do is take the lines in the code that say:

if ranger.takes_damage() {pet.unstow()}
if ranger.attacks() {pet.unstow()}

And comment them out. The mechanic to stow the pet is already there and works just fine. It’s the automatic unstow when the ranger takes damage or attacks which causes all the problems. Change it so the only time the pet is unstowed is when the ranger does it manually, and everything works beautifully.

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Posted by: Ursan.7846

Ursan.7846

Even if they coded in the most efficient, optimal manner, you still don’t know what exactly is programmatically required for this change.

Games are a complex thing to code. I somehow highly doubt that the issue is simple as “if (ranger == combat) DISABLE STOW PET”

It’s almost that simple. All they have to do is take the lines in the code that say:

if ranger.takes_damage() {pet.unstow()}
if ranger.attacks() {pet.unstow()}

And comment them out. The mechanic to stow the pet is already there and works just fine. It’s the automatic unstow when the ranger takes damage or attacks which causes all the problems. Change it so the only time the pet is unstowed is when the ranger does it manually, and everything works beautifully.

Again, as none of us works for Anet, you don’t know that. You don’t know what the program needs to do in order to “stow” pets.

Seeing as none of us works for Anet, I just find the practice of speculating whether X change is easy to implement or not pointless.

EDIT: Meh, you know what, if you think that their code is really simple to edit, it is your own prerogative. I shouldn’t object to it. I apologize.

(edited by Ursan.7846)

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

So all of you think it’s just a coding issue. Hmm

My ranger friend some of the issue you all are having with pet can be over come with the skills you are given. In jp You can just park you pet some place with the guard skill. You may have to do it more than once.

But it seems to me that most of you either dont want pets at all. Or want the benfits of having pet but none of the responsiblities.

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

(edited by Serraphin Storm.2369)

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Posted by: Ursan.7846

Ursan.7846

So all of you think it’s just a coding issue. Hmm

My ranger friend some of the issue you all are having with pet can be over come with the skills you are given. In jp You can just park you pet some place with the guard skill. You may have to do it more than once.

But it seems to me that most of you either dont want pets at all. Or want the benfits of having pet but none of the responsiblities.

This discussion is IF it is a coding issue. Whether it is a coding issue or if it’s a design choice by them is also something we don’t know about.

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Posted by: Jazenn.7526

Jazenn.7526

It’s the most requested thing in the entire game.

I’m pretty sure Anet is aware of this, unless they are as ignorant of their community as I fear they are.

They are probably aware, they just don’t care about it. It’s too trivial and there are more important things to do most likely. Here’s a substitute fix for OP’s problems, may not work as well as perma-stow, but might help:

Stow your pet after leaving combat, stow it BEFORE you reach aggro range of an NPC. Then avoid combat yourself. If you don’t want the pet to come out and aggro an NPC that you already aggro’d into damaging you, then try to improve evasion. If you choose to run instead of defeating the NPC you aggro’d, then continue to run and press f3 to get the pet to stop attacking the NPC you aggro’d. Run until you reach a safe spot, since it is fairly easy to run away from mobs anyway. In jumping puzzles, stow your pet before beginning. Avoid falling and taking damage that will then cause your pet to come out. If you fail and cause your pet to come out, then stay still and wait for about 5 seconds and wait for your hp to regen. Then stow your pet again, and resume the jumping puzzle, except this time without failing.

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Posted by: Avandor.5743

Avandor.5743

Its either “working as intended”, on their todo list or just not big enough to warrant the time/cost needed to fix it… I’m praying for option 2 <sigh>

80 Human Druid of Piken
Stomp for PĂ­ken [PS]

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Posted by: kRiza krimos.1637

kRiza krimos.1637

I liked gw1 ranger design, where you would only get a pet if you equip it otherwise you could use builds without pets. Sadly in gw2 pet is rangers unique mechanic so i guess its mandatory.

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Posted by: Skolvikings.5132

Skolvikings.5132

It is very simple pet are as part of the ranger class as thier other weopans are. Untill they add a function that stows your weapon away in the same manner that you desire for pets this should not be add.

It is part of the class. If you would like to fight with a petless class create a warrior and cut your trait point by 40%. That will give you a close aproximation of a ranger without his pet.

I don’t agree:

1. Weapons don’t have AI. They don’t get in the way nor do they do anything absent you pushing buttons on your keyboard. Weapons also don’t slow you down when trying to run away, nor do the vast majority of them block your view during jumping puzzles.

2. Why do people always assume that everyone who wants a permanent stow pet option want to be able to roll petless Ranger builds? True, there are a number of people who keep asking for petless Rangers with a buff to Ranger damage when not using pets.

I personally do not agree with that, and I don’t think the OP does either. I think the OP is simply asking for the ability to stow the pet when needed, and have the pet stay stowed until manually unstowed.

3. If we can train and master wild animals, why on earth can’t they obey our commands to stay stowed until we say otherwise? If I take off all my armor and go into some area of the world where I take damage, my armor doesn’t suddenly snap on all by itself. If I choose to run around without any of the stats/buffs afforded by my armor, that’s probably very unwise, but it’s MY choice.

As a ranger, if I want to stow my pet, losing all the damage/defense/buffs provided by my pet in the process, that should also be MY choice.

Hopefully that makes sense.

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Posted by: Skolvikings.5132

Skolvikings.5132

It’s almost that simple. All they have to do is take the lines in the code that say:

if ranger.takes_damage() {pet.unstow()}
if ranger.attacks() {pet.unstow()}

And comment them out.

You have no idea how much effort it would take ANet to change the stow mechanic to a permanent stow. That said, I do agree that one way or another, they could certainly do it.

My vote is that they make it an setting. Perhaps a checkmark in the game options. Players could choose if pets stay stowed permanently until unstowed, or choose to keep the behavior as it is now. ANet could even keep the current behavior as the default setting, and give more experienced Rangers who want a permanent stow the option.

That’s what I’d love to see happen.

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Posted by: RWinter.1680

RWinter.1680

This has been covered multiple times. I think the root cause of the annoyance is not that taking damage brings out the pet, but that taking environmental damage triggers combat mode, which brings out the pet.

Just because I fall too far or hit a trap doesn’t mean I am entering combat. And if it happens to be a fire trap, my pet instantly becomes toast…

This sounds like it would be an easy fix, but combat mode is what slows you down, and prevents you from regenerating huge amounts of health, so simply making environmental damage not trigger combat mode would have other gameplay issues.

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Posted by: Deifact.3095

Deifact.3095

As an aside regarding the coding issue, anyone related to programming software knows code needs to be simple, concise and efficient, as well as readable. So it is quite possible it really is as simple as commenting out some code.

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Posted by: gennyt.3428

gennyt.3428

They do need to implement a way to summon your pet when you want to and not a moment sooner, why give us the stow option in the first place. This should not even be a question and I don’t need the experience to be dumbed down for me. If the player forgets to call their pet prior to a fight and it could’ve stopped them from getting wrecked, then lesson learned but stop taking away their choices. Not to mention the pets themselves are broken beyond belief.

Whispers with meat.

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Posted by: killerpink.6827

killerpink.6827

Avoid falling and taking damage that will then cause your pet to come out. If you fail and cause your pet to come out, then stay still and wait for about 5 seconds and wait for your hp to regen. Then stow your pet again, and resume the jumping puzzle, except this time without failing.

Jumping Puzzle: Griffonrook Run…as a Ranger. This jumping puzzle requires taking massive damage from insane jumps. You have a bomb and are trying to avoid combat; I believe the bomb is also timed. There’s no way possible to avoid falling or taking damage in this jumping puzzle. Falling is required.

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Posted by: Aegis.9724

Aegis.9724

It is very simple pet are as part of the ranger class as thier other weopans are. Untill they add a function that stows your weapon away in the same manner that you desire for pets this should not be add.

It is part of the class. If you would like to fight with a petless class create a warrior and cut your trait point by 40%. That will give you a close aproximation of a ranger without his pet.

My weapons don’t aggro stuff on their own.

And yes, it’s part of the class, we lose half dps and half traits when we’re forced to play petless. And judging from the warrior population, half of the rangers already followed your protip.

It’s not a fix, but i think it’s more reasonable to ask for perma-stow instead of a complete dungeon rebalance. Feeling as a poor mans warrior is ok, being a threat to the whole party for a mechanic we can do nothing about is not.