Remove restriction from .recall in battle, or fix summons vs transitions
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If you are a conjurer and heavily rely on your summons to keep you alive, it is just necessary for you to be able to "use" them properly.
There are quests and other areas with lots of in-area transitions and summons don't really like that, they got stuck. The issue is the following: in many places spawns are quite near to the transition, and they initiate combat immediately, and since you are in combat, you cannot .recall your summons. If you go back because you don't want to die, it "hurts" other players who are going to visit the area, because all mobs are going to wait right at the transition. So they are gonna have a hard time too.
Sometimes you get "lucky" and the mobs go back through the transition with you, and your summons can take care of them, but this is incredibly rare. I suggest removing the restriction from .recall in-combat or fix summons that they can move through in-area transitions with you.
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the problem with this is that it is so easy to metagame the ability using it to instantly summon 3 high level summons to your side for pvp, without the target being aware of the danger.
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I understand that there are certain fears around this, but having the exploring deadly for low-hp low-ac wizards with otherwise powerful summons vs a chance that someone is a jerk, I vote for the option this to be enabled. If there is a serious PvP with consequences, a DM is present and can "ban" the player immediately or sanction in other ways. (It's really obvious when .recall happens in a fight.) I don't think that the community of CoA has players who would do this in a PvP.
I believe we can make rules about it and live with it, instead of punishing the ones who have invested in SF, GSF conjuration and are dependent on this functionality.
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I have deployed a hotfix for testing this(Not merged with the normal version). It should rectify the problem of transitions.
Please check and report back on your findings and any possible exploits from this fix. -
I can get IG 3-4 hours from now, will test
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@Strife-and-Discord said in Remove restriction from .recall in battle, or fix summons vs transitions:
I have deployed a hotfix for testing this(Not merged with the normal version). It should rectify the problem of transitions.
Please check and report back on your findings and any possible exploits from this fix.Currently one summon will follow but it's not a 100% chance for it to follow but the rest stay currently.
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Tested out in various situations
- When there is no battle whatsoever, it's around a 40% chance summons will show up to .recall
- When there is battle, .recall doesn't work
- At the in-area transitions (so no new area load) no summon follows you, and .recall doesn't work either (40% works)
- At between-area transitions (new area load) summons follow you, but one of them goes crazy and walks to the moon. (= walks forward in one direction, and if it hits an obstacle it starts walking on the Z-axis :D ) After 10-15 seconds it returns to you suddenly.
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Removed my hotfix from 8 days ago. Let me know if things are back to normal (No changes to .recall for now).
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It returned back, yes
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Has this been resolved?
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Just tried to recall an animal during combat. Got the error message below
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Thats unrelated to the .RECALL dot command and more how dot commands work in general. When such happens you need to use your PC Mod Switch to target yourself. Should be fixed after that.