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  #21  
Old 02-01-2026, 12:38 PM
khofuswiftclaw khofuswiftclaw is offline
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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.
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  #22  
Old 02-01-2026, 01:33 PM
Rygar Rygar is offline
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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
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  #23  
Old 02-01-2026, 05:28 PM
Potus Potus is offline
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Quote:
Originally Posted by Passenger [You must be logged in to view images. Log in or Register.]
- https://dbsanfte.github.io/eq-archiv.../html/208.html


The above appears to correspond to the May 3, 1999 patch. 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.
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  #24  
Old 02-01-2026, 10:37 PM
Passenger Passenger is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
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/20010303.../056270-4.html
Quote:
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-archiv...msg-207405.txt
Quote:
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.

...
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  #25  
Old 02-04-2026, 11:11 PM
Passenger Passenger is offline
Kobold


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More Magician feedback:
- https://web.archive.org/web/20010303.../056270-2.html
Quote:
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/20040305...hp?t=11998&amp
Quote:
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
Quote:
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/20010223...ML/057051.html
Quote:
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/20010224.../057051-2.html
Quote:
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/20010224.../057051-4.html
Quote:
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/20001203...ses/shaman.cfm
Quote:
...
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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  #26  
Old Yesterday, 09:47 PM
Passenger Passenger is offline
Kobold


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Posts: 186
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Looks as if the pet command range was doubled in the May 3 patch after all:
- https://web.archive.org/web/20000128...or/bugs/4.html
Quote:
3 . "problem pets"
Posted by Sabeth De'Soulbinder on May-08-99 at 05:20 AM (EST)

hehe gotta watch them youd think they really did have a mind of their own. heres a few things about them.

PETS and DUNGEONS well our necromonitor has spoken about this one, sometimes they just kill themselfs. (by the way sluggo i can verify it happens in Najena) my pet has killed himself twice here and other times gets blown back by a tentacle terror and gliches out leaving me to fight alone.

ok heres things to watch for (epsecially in places like befallen). your pet will chase your opponent into more agressiers, this is bad he can pull alot of things on you and he will. since hes al bit lower level then you he can easily start a trash train on you and everyone else (trash train is a green train, things you normally dont bother with anymore and just walk past) well now your pet got them all on you.

watch for mob trails (or paths as you might know them) this is routes that monsters take (ever notice if you stand by the wall your pet stops)? well sometimes it will cause him to run off to find you, this can also create a trash train or worse (in places like cazic thul, hmmm worse is the case).

ever have your pet run off? when hes on the sit down command, hehe this bites i've lost a few skelys this way, the boney guys are hard to find in most cases this is when hes chased something that ran away. if he gets on a mt. side or a slant well it seems the command radius shrinks considerably, so monitor him.

well everyone here knows their is a command radius (by the way verant has doubled the command radius in their most recent patch) this is the range at which your pet will respond. if you want to bring your pet in a dungeon i recommend (to avoid the situations mentioned above) is to keep your pet close and hot key /PET BACK OFF. hot key because h e will reattack if the creature continues to engage him.

other then the mob paths most these problems can happen outside of a dungeon as well, so just try to keep track of your pet.
There continued to be elevation issues it seems:
- https://web.archive.org/web/20010215...ML/055885.html
Quote:
Jaytee_Bushwacker
posted 02-07-2001 11:23 AM
...
One additional request to discuss. Pet Command radius along the Y-axis. I have been in numerous situations where perhaps my pet is 2 feet above me (Y) and 5 feet away (X) and i cant get it to follow me, attack (unless im getting hit), get lost, or guard. This happens a lot with elevation problems is there any way to look into this please?

Thanks for looking at this issue Alan, I hope you read some of my previous posts even if you didnt comment on them.

Thanks,

Jaytee Bushwacker <Obsidian Guard>
56 Conjurer,
Master S.T.U.J.
PETS! Never farm green areas without them!
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