Kill vs Guard - Movement Speed

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Mens Rea
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Kill vs Guard - Movement Speed

Post by Mens Rea »

I don't have the demo to test this but I remember circa-T2A the following would happen:

If you said "a kill" and clicked on a target, your tamed/summoned/hired pet would chase the target around very around slowly.

If you were guarded by your tamed/summoned/hired pet, and then attacked by someone, then your pet would move a WHOLE LOT faster.

Does anyone else remember this? Is there a way to test on the demo?

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Re: Kill vs Guard - Movement Speed

Post by Mikel123 »

Yes. Likewise, "follow" went at the fast speed as well. There was some way to sequentially combine "kill" and "follow" commands so that it attacked at the follow speed.

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Faust
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Re: Kill vs Guard - Movement Speed

Post by Faust »

Telling a pet to attack and than follow the target will make it faster at chasing it on here. However, the guard command seems to lower their speed instead here. I think this was based on some sort of documentation that Kaivan discovered. He would be the best person to talk to about this.

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Derrick
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Re: Kill vs Guard - Movement Speed

Post by Derrick »

I played a lot with the follow speeds in the demo and could make much sence of it. One thing that was interesting was that they fast follow until they reach you, and then slow down again. If you give them the follow command again they pick up the pace.
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Re: Kill vs Guard - Movement Speed

Post by GuardianKnight »

Derrick wrote:I played a lot with the follow speeds in the demo and could make much sence of it. One thing that was interesting was that they fast follow until they reach you, and then slow down again. If you give them the follow command again they pick up the pace.

I'm not understanding. Are you saying he was right or wrong? lol
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Re: Kill vs Guard - Movement Speed

Post by Derrick »

GuardianKnight wrote:I'm not understanding. Are you saying he was right or wrong? lol
I'm saying that I don't think we entirely understand the proper behavior and should probably look into it more :)
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nightshark
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Re: Kill vs Guard - Movement Speed

Post by nightshark »

yeah afaik this also applies to escorts. they should "jump" to catch up with you, they dont here. it's very easy to lose them.
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Re: Kill vs Guard - Movement Speed

Post by rouss »

nightshark wrote:yeah afaik this also applies to escorts. they should "jump" to catch up with you, they dont here. it's very easy to lose them.
afaik, if you saw them "jumping", you've been having latency issues. normally they don't jump, they just run.
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nightshark
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Re: Kill vs Guard - Movement Speed

Post by nightshark »

rouss wrote:
nightshark wrote:yeah afaik this also applies to escorts. they should "jump" to catch up with you, they dont here. it's very easy to lose them.
afaik, if you saw them "jumping", you've been having latency issues. normally they don't jump, they just run.
i'm talking about on production shards. npcs shouldnt even use their run animation, but apparently that's a runuo thing that cant (or is just hard) to fix.

i pinged a flat 60 to oceania and escorts always did the jump to keep up
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Re: Kill vs Guard - Movement Speed

Post by Faust »

NPC's never ran on production shards. However, running for flying creatures is what makes them fly in the client. There were very few instances that made a creature fly. Most of the descriptions was based on them getting stuck from what I have read though.

This is something that needs to be nailed inside of the demo in my opinion.

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Re: Kill vs Guard - Movement Speed

Post by Derrick »

Escorts did jump to the player but this was a late add, and I belive after limits on how many could follow you at a time were put in place.
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