View Full Version : Pets should only accept commands in /say range.
sammoHung
01-28-2026, 10:38 AM
https://groups.google.com/g/alt.games.everquest/c/JCT8uqalc_I/m/41E0ScsZq9oJ?pli=1
Jim
Apr 6, 1999, 3:00:00 AM
to
Zur wrote in message ...
>Now, I'm wondering- was this a mistake of my companion's, or is it just
>the way pets are? He told me that the pet was not responding to his
>commands, but I can't help but be a bit skeptical...
For this reason, I never tell my pets to "guard me" or "guard here". They
are always on "follow me" and "attack". Having your pets in guard mode in a
hostile area is just asking for trouble. They'll invariable attack things
that you won't be able to handle and like a dumb puppy bringing home a dead
squirrel, they'll happily train that ghoul and his buddies back to your camp
after they dispose of him.
Furthermore, pets dont response to your commands when they are beyond a
certain range (not that big, in my experience), so it's futile to try and
tell them to back off.
Whenever I'm playing my mage with an elemental, and I don't see him anywhere
near me, I tell the group to run, run fast, don't look back, and head for
the zone, because I have no idea what the pet is killing, and if I'll be the
next target when he dies.
nilbog
01-28-2026, 06:37 PM
Moved from Velious Beta subforum.
Can I get more research on this? For example, which commands, aside from attack, should be limited by range? The linked post is from less than a month from when the game launched.
Additionally, the range might need to factor in the distance to the target, not just owner distance to the pet.
I played a lot of magician during Kunark, and 'say' distance doesn't seem right for all commands.
sammoHung
01-28-2026, 08:07 PM
On it. Will report back here
BradZax
01-28-2026, 08:48 PM
This makes me remember like chasing my pet begging it not to attack some pathing creature in a dungeon but memories with this game are deceiving. But it does sound like a thing. Goodluck sammo.
Potus
01-29-2026, 02:57 PM
These are newbies that don't know how the game works. They are confused as to how the commands work, and think the pet isn't listening to them because the pet attacked something after it aggroed something from the floor above.
BradZax
01-29-2026, 02:59 PM
I've always felt a stinking sense of "something isn't right" when people park pets at the bottom of dungeons, and then tell them to attack from the top of them.
Im on Sammo's side in the gut feeling department!
Being frustrated that I left my pet behind, does feel like something my first necromancer had to deal with.
Videri
01-30-2026, 01:03 AM
I beseech the powers that be to revert this change.
Nefarious players can use anonymous pets to interfere with each other. One example would be an enchanter charming a mob you are about to kill and taking it away. The other players present should be able to identify who has interfered.
Also, if some dingus isn't paying attention on a raid, we need to be able to /pet who leader their pet so we can cast invis on the player or otherwise deal with the problem.
Most raids just flat out forbade pets.
They had less control.
Whether it was the lack of commands or lack of knowledge I dont know.
Rygar
01-30-2026, 10:48 AM
I beseech the powers that be to revert this change.
Nefarious players can use anonymous pets to interfere with each other. One example would be an enchanter charming a mob you are about to kill and taking it away. The other players present should be able to identify who has interfered.
Also, if some dingus isn't paying attention on a raid, we need to be able to /pet who leader their pet so we can cast invis on the player or otherwise deal with the problem.
People in 2001 wished for that as well, but instead had to deal with the quirkiness of EQ.
Praise be to classic.
Jimjam
01-30-2026, 01:25 PM
I’m in two minds - universal /pet leader gives accountability and so (assumably) lessens CSR load … and yet CLASSIC^TM.
Keebz
01-30-2026, 06:57 PM
If I understand correctly this change breaks or severely reduces the effectiveness of common raid techniques like pet train outs, pet pulls, bone walking, etc. Not to mention severely hampering pet classes navigating dungeons.
Losing /pet leader is unfortunate, but it's significantly less impactful than the above.
Mortdecai99
01-31-2026, 09:25 AM
unroot the dragons
Mortdecai99
01-31-2026, 09:53 AM
These are newbies that don't know how the game works. They are confused as to how the commands work, and think the pet isn't listening to them because the pet attacked something after it aggroed something from the floor above.
Lostfaction
01-31-2026, 11:44 AM
Without bonewalk necros would be revert back to mana batteries
Passenger
01-31-2026, 12:49 PM
- https://dbsanfte.github.io/eq-archives/mailing-lists/EQ_Necromancer/html/208.html
Message ID: 208
Date: Wed May 5 10:29:41 BST 1999
Author: Shadow Panther
Subject: Spell updates
I'll just paste the last few spell-list updates from the .txt files.
Some of you folks may have other spell-caster types. I'll just say, I'm
rather disapointed that Umbral Messenger was removed. I was somewhat
looking forward to that. Ah wells, besides that, pets respond to commands
at double the distance of before now, as it states. I post this for future
reference, and, you'd be surprised how many people are not aware of the
manual.* files. Here you go folks:
==========
Removed
Enchantment of Light
Enchantment of Brilliance
Winged Courier
Umbral Messenger **********
Detect Magic
Recent Spell Changes
Sentinel (Enchanter Spell) - the duration has been increased.
Minor Illusion (Enchanter Spell) - a maximum size has been placed on objects
that your illusion will copy.
Melanie's Mellifluous Motion (Bard) - this song will now effect your entire
party, not just you.
Divine Barrier (Cleric) - This spell will no longer reverse your movement
commands.
The range at which a pet will respond to your commands has been doubled.
**********
Misty Gate (Druid) has been added to the appropriate Druid Vendor.
The Clinging Darkness Series (Necromancer) will last longer on targets.
**********
Shadow Knights have had two changes made to their spell list. The 39th
level Banshee Aura has been
changed to Shield Skin, and the 49th level Boil Blood has been replaced with
Dooming Darkness.
The recasting time on many Enchanter spells has been reduced.
Research components - the % frequency of research components found in the
game has been increased by
300%.
Vampiric Embrace (Necromancer and Shadow Knight) - Once cast, this spell
gives you a chance of
draining HP from your target every time you attack. Formally, this spell
added to your attack roll. *********
==========
I'm wondering if I waisted my three plat on V.Embrace. It doesn't last
long and this doesn't say anything about it being usable with weapons as I'd
heard in-game.
~Myskyra / Tunare
The above appears to correspond to the May 3, 1999 patch (https://web.archive.org/web/20001007140832/http://www.eqtrade.com/cgi/news.pl?id=12). Both sources mention the changes to Vampiric Embrace.
From a Necromancer FAQ at Casters Realm:
- https://web.archive.org/web/20000302135455/http://eq.castersrealm.com/faq/necromancer.asp
Why won't my pet respond to my commands?
Your pet will not respond to your commands once it is out of range. They can get out of range very quickly, so it is a good move to make hotkeys for the generic commands such as back off, follow me, and kill.
From a thread discussing Earthen Boots:
- https://web.archive.org/web/20010206200406/http://forums.castersrealm.com/eq/Forum6/HTML/003641.html
Kallar
posted January 27, 2001 07:33 PM
Aye. This a nice pet controller. Some people were saying that just use /pet get lost. But as all pet classes know that doesnt work with the pet if it isn't within hearing range. Also who really has a gem slot open to put invis in? I certainly don't. Still though does anyone have a clue as to when this spell can be used?
Allakhazam quest page for Earthen Boots:
- https://web.archive.org/web/20010519135241/http://eqdb.allakhazam.com/quest.html?quest=705&start=0
RE: Instant Free Pet Killer
By: Cerano
Posted @ Wed, Feb 7th 12:32 PM [2001]
why not save the inventory space and make a button for the command /pet get lost. he he he
RE: Instant Free Pet Killer
By: Ammn
Posted @ Sat, Feb 10th 5:24 PM [2001]
Because your pet has to be in range to respond to this (or other) command.
That goes for all pet commands but if you go invis vs animals then your pet will suicide whereever it is. And then anything it was fighting will come looking for you...
From a Magician feedback thread on Station Boards:
- https://web.archive.org/web/20010306034052/http://boards.station.sony.com/everquest/Forum2/HTML/055885-5.html
TheLastShadow
posted 02-07-2001 03:26 PM
Ok here are my ideas to make the mage a more rounded class.
...
When fighting large mobs such as dragons or giants its almost impossible to get anywhere near our pets to kill them off and summon a new pet as teh range on large mobs is greater than our pet command range.
...
From a Magician feedback thread on Station Boards:
- https://web.archive.org/web/20010224055552/http://boards.station.sony.com/everquest/Forum2/HTML/057784-4.html
Cronik
posted 02-17-2001 04:38 PM
Ummm... my pet can only hear my commands from about the same distance that a gnome can spit. Please increase the range upon which my pet can recieve commands.
...
- https://web.archive.org/web/20010507190204/http://www.mentalviruses.com/morty/deadpet.htm
Dead Pet Tricks
Commanding the Walking Dead
The most obvious facet of Necromancy, and one of the most useful, is commanding the actions of the walking dead. The Necromancer's bony "pet" is both loyal and fierce, but is only as powerful as the mind controlling it. Know your pet commands as well as your own name if you wish to follow the dark path to power.
These commands are also effective on those undead creatures which you dominate for a short time.
It is important to realize that your undead servant will only sense your commands from a short distance away. Get to know this distance, for any commands that you issue when your pet is farther away go unheeded.
- https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-30135.txt
Date: Wed, 8 Aug 2001 13:02:17 +0800
...
Also note that if you get no response (ie no Following you master on a /pet
follow me) then your pet is out of range and will not respond to anything,
keep tapping the follow me, and backtrack your steps until you get a
response. This was probably why /pet get lost did not work
It seems the /pet get lost command was made unlimited/zonewide at some point.
- https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-58185.txt
Date: Wed, 14 Nov 2001 00:46:41 GMT
"John Hua" <patter0@ix.spamblock.netcom.com> wrote in message
news:9ssclk$mho$1@nntp9.atl.mindspring.net...
>
> "Cavalier2123" <cavalier2123@aol.com> wrote in message
> news:20011113185438.23643.00002664@mb-fs.aol.com...
> > or just type /pet get lost
>
> This only works IF the pet is within hearing range, I believe.
>
> John
Correct. And if the pet is withing hearing range after going Awol, its too
late anyway =)
Kamber
Dark Elf Mage
- https://web.archive.org/web/20020228143640/http://everquest.allakhazam.com/db/classes.html?class=15&start=0
RE: Beastlord
By: Thocar
Posted @ Fri, Feb 8th 1:47 AM 2002
One thing to note about pets is that BL's can destroy them at a distance by clicking on the icon in the effects window. The other pet classes have to type /pet get lost, which only works if the pet is in command range.
My point is that if our pet takes off and runs away, we can just quickly kill it with one click.
- https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-148617.txt
Date: Wed, 18 Sep 2002 06:09:27 GMT
>> What quests are worth the effort ?
...
For a mage -
the 4 focus item quests
Earthen boots were a must
for pet control (insta click invis
to animals would kill a pet, even
when it was out of range of orders)
but not now that you can /pet get lost
no matter where the pet is.
- https://web.archive.org/web/20021229084054/http://everquest.allakhazam.com/db/item.html?item=1763
RE: smacks
By: Slogha
Posted @ Fri, Dec 6th 8:32 AM 2002
This no longer is needed for killing off pets.
They changed the range on /pet get lost, so that it works anywhere in the zone and could be hotkeyed....meaning it would be faster, and wouldn't take up a slot more easily filled with better.
I couldn't find an exact date for the change, but the command seems to have had a range limit into Luclin.
Rygar
01-31-2026, 01:25 PM
Passenger... I love you and your classicquest
sammoHung
01-31-2026, 02:03 PM
Amazing work. Thanks Passenger.
Say range may have been the original implementation - and that range was extended seemingly in May 1999 to double the original range.. but being able to command your pet in EToV from the Hub should not be available.. Or to command your pet in the Picture room from the WToV exit should also not be a thing. Etc. etc.
Rygar
01-31-2026, 03:22 PM
My guess is there will be ways around this, particularly with bind sight / voice graft. Where there is a will, there's a neckbeard.
Mortdecai99
01-31-2026, 05:06 PM
My guess is there will be ways around this, particularly with bind sight / voice graft. Where there is a will, there's a neckbeard.
voice graft works?
Kirdan
01-31-2026, 10:52 PM
If/when this is fixed, we should probably get rid of pet windows too. Not sure why we kept them.
khofuswiftclaw
02-01-2026, 12:38 PM
I hope that if this is changed, it is not changed arbitrarily. The way we use pets today is unique and enriching, and this post doesn’t seem able based on the research to identify a specific loc distance for commands. Surely folks would have tested and documented this on live more extensively.
Absent a specific loc distance for this, a change risks making the game less classic by restricting it beyond what it was like on live absent a specific distance that isn’t just randomly picked from approximate hearsay. I also wonder if some of the posters in these ancient archive posts simply didn’t understand how the pet mechanics functioned exactly. It seems like yes maybe pet range was shorter in the past, but by putting a number onto it without better information could have massive unintended consequences, mostly in that folks won’t be playing necros anymore in the raid environment.
Rygar
02-01-2026, 01:33 PM
Let's not pretend say range x2 isn't a good start. You don't always find hard loc guidelines in the archives. Considering it can no longer be tested on live you're forced to look anecdotally.
Pets were certainly always a risk on raids, classic players know this. Very common to ask folks not to use pets.
The thing is, pathing is vastly superior on emulators, so much less to worry about. You send pet to attack and goes straight at mob, whereas old school live they may make some big loop and bring unwanted friends
Potus
02-01-2026, 05:28 PM
- https://dbsanfte.github.io/eq-archives/mailing-lists/EQ_Necromancer/html/208.html
The above appears to correspond to the May 3, 1999 patch (https://web.archive.org/web/20001007140832/http://www.eqtrade.com/cgi/news.pl?id=12). Both sources mention the changes to Vampiric Embrace.
I've never seen this weird mailing list but that person is posting pre-launch beta test patch notes. The spells mentioned in that update didn't make it into the game, but were I think were printed in the instruction manuals that came with the game. I don't even remember what Umbral Messenger and Winged Courier did.
And to show how ignorant the people on that source are, if you click the other messages in the chain, there's a level 2 necromancer complaining that necros cannot solo and that wizards kill stuff too fast. Later on a guy comes in and says pets benefit from equipping shields.
Passenger
02-01-2026, 10:37 PM
I've never seen this weird mailing list but that person is posting pre-launch beta test patch notes. The spells mentioned in that update didn't make it into the game, but were I think were printed in the instruction manuals that came with the game. I don't even remember what Umbral Messenger and Winged Courier did.
And to show how ignorant the people on that source are, if you click the other messages in the chain, there's a level 2 necromancer complaining that necros cannot solo and that wizards kill stuff too fast. Later on a guy comes in and says pets benefit from equipping shields.
Good catch. So that mailing list post shouldn't be read as a list of spell changes in the May 3, 1999 patch itself but as a summary of changes from Beta through the May 3 patch.
It may be then that the command range was adjusted earlier than May 3. Perhaps doubling it didn't mean "twice the /say range" but "twice the previous range, now equal to the /say range," or close enough that it became the common parlance.
- https://web.archive.org/web/20010303115132/http://boards.station.sony.com/everquest/Forum2/HTML/056270-4.html
Buckeyenut
posted 02-09-2001 02:43 PM
Well I hope this gets read despite Absor's note that seems to indicate this thread discussion is over, only 2 days after it was started.
...
===Pet command radius===
If this is less than the normal "Say" range (and I'm pretty sure it is), it should be changed to equal it. Whatever it is now it too short though.
nuff said for now.
Zauber Vizekonig, mage of the 30th rank
AeRo server
- https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-207405.txt
Date: Thu, 10 Jul 2003 20:52:13 GMT
...
>> - Instill Doubt - Instill Doubt will now work if the Monk is using
>> his other skills.
>> Previously, use of other skills such as a kick would cause Instill
>> Doubt to fail.
>
> The melee classes need more than this. I hope this is just the fist of
> a lot of changes coming.
>
> Does anyone actually use Instill Doubt? Its suicide in a dungeon and
> problematic at best in outdoor zones. I used it a few times on my monk but it was
> a pain.
My last experience with ID was at 29 in FM by the fort when a stupid
monk kept ID'ing the mob, causing it to charge off across the zone with
my pet in tow. Of course, this was when you still needed the spellbook
to med, so the first I'd know of it was when the combat spam stopped.
Worse, back then pet commands were /say range only, so the pet was
already OOR of the /pet back off command.
...
Passenger
02-04-2026, 11:11 PM
More Magician feedback:
- https://web.archive.org/web/20010303114403/http://boards.station.sony.com/everquest/Forum2/HTML/056270-2.html
ScratchandWin
posted 02-08-2001 04:31 PM
...
pet health bars: this would be nice, id also like to see our command range significaly increased, and the problem with pets being unable to hear me when there is a differance in height.
...
From a Magician class forum:
- https://web.archive.org/web/20040305141846/http://forums.crgaming.com/eqbb/viewtopic.php?t=11998&
Tomlyn Drayke
PostPosted: Mon Apr 23, 2001 11:35 am
Post subject: What is the hardest thing you have managed to solo ?
Its the huge melee range thing that gets me. Gullerback is small and easy to control. Even regular wurms give me trouble cause they're a little wiley and like to stretch their neck out and bite the hell outta my weanie HIE ass
Saumerez
PostPosted: Mon Apr 23, 2001 12:09 pm
Post subject: What is the hardest thing you have managed to solo ?
Yea, that big melee range is a mage killer!
The problem is knowing when you are close enough to be in command range but far enough away that he does not interrupt you summoning the next pet.
I should point out that I have successfully soloed a Mature Wurm twice. I have failed on many many occasions (sometimes with really depressing results)
Here again we see mention of the difficulty in maintaining pet command range while staying out of melee range of larger NPC models.
Some feedback from Necromancers:
- https://web.archive.org/web/20010223194255/http://boards.station.sony.com/everquest/Forum2/HTML/057051.html
Cryonax
posted 02-12-2001 12:58 AM
Pet commands: Please give them a larger range. Many of the time a pet is out of range, it's due to bad dungeon pathing and pet warping off to an unknown area.
...
- https://web.archive.org/web/20010224065348/http://boards.station.sony.com/everquest/Forum2/HTML/057051-2.html
Juxx
posted 02-12-2001 01:00 PM
Some things I think would help:
...
5)Increase range of pet commands.
...
- https://web.archive.org/web/20010224065249/http://boards.station.sony.com/everquest/Forum2/HTML/057051-4.html
Vladamier_PL
posted 02-13-2001 06:11 PM
One thing i'd like to see is a 5 to 10 sec stun blast that way it give us a bit to back our pet off since there very hard to contolle this stunn will no break mezz cause it's like snare it has no dmg but will inturupt.
We could use alot more pet commands as well increase the range of pet respounding to our commands.
Pet pathing a must how many pets have phased past a mob to agore another.
A more powerfull scream that works like this mezzed and memblur all in one shot make it so dark like makes it stickeasier dizzy poison or something.
From a Shaman class guide:
- https://web.archive.org/web/20001203192900/http://www.eqrealms.com/classes/shaman.cfm
...
Companion Spirit: Gets you a pet wolf. This can be a great boon and a major pain. As you've just played 34 levels without one you won't know how to use it (unless you've been playing another pet class, or been using befriend) First thing you need to do when you decide you want to start using a pet is go solo and practice with it so you won't kill all your buddies, and if you are outside, you will be relatively safe from pet caused trains. Hotkey "/pet back off" and "/pet attack" These are the two most important things you can say to your pet, followed by "/pet guard here" to get it to stay in one spot (/pet sit down doesn't work too well), "/pet no taunt" when planning to kite "/pet get lost" when you want to get rid of it. If you are a serious perfectionist you can cast your pet and if not satisfied it is your best say "/pet get lost" and cast it again, I only recommend this when you are sure you will be in one place for a long time. "/pet who leader" will cause your pet to respond, letting you know if you are in command range - which you should never get out of.
...
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