New Mount AI - A Gift From an Uncaring God

I love, love, LOVE the new mount AI where they will stand and let themselves be killed if the player dies in combat.

That’s awesome. Gone are the days when mounts would run away from attacks, so now we have a reason to constantly capture mount candidates.

This, along with our thralls despawing on death so we cannot recover their gear is such a welcome change.

Really, added so much depth to the game. Probably the best decision ever after updating the Siptah map/code so that pet turtle proximity cause client and server to crash.

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I sprayed my tea on my self phone :rofl::rofl::rofl::rofl:.
Well said!

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Yeah I was farming the Unnamed city last night and my horse had to be right in the middle of all of the fighting. He lost half his HP when it was all said and done.

I would tell him to move, he would move then come right back into the fight.

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See also my thread on a similar (and perhaps related) issue regarding animal behavior:

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Yep. It is an issue and was introduced with Chapter 4. Although reported in Beta, it still made it to production.

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It does make hunting for food easier.

It is a bit crazy that a wounded deer doesn’t bolt anymore, but rather just turns the other cheek.

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Provided no one is in the rendering range of your mount, wait a few minutes and recall/rescue them, albeit you lose anything it has, but it saves the Pet, best solution I can give is long as no one is in the rendering range all processes seem to stop until someone is in range.

But this is my experience and it has worked for me may not work for you but hopefully it helps.

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I suspect there was something changed with how ‘passive’ animals aggro.

I could be wrong on this since I haven’t verified the behavior in the devkit, but with how passive animals reacted is you would have to aggro them like any other NPC. Usually when aggro’d NPCs run at you and use combos from their equipped weapon (including non-human animals and monsters).

But I always suspected that passive animals aggro behavior was to flee from the player rather than pursue them. The bug or change was to remove their aggro. And thus removed their behavior to flee from combat.

I dunno if this was done unintentionally as a bug or intentionally for an upcoming feature replacement. I suspect the former since I have no clue what they would replace it with.

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another example that playing in beta servers are a waste of time.

nothing more.

it is only useful for streamers so they can showcase new stuff. but bug fixing thats not what they are used for this days.

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An optimist would think that a bug reported during testing will still get to the list of things to be fixed sooner than if it was discovered when it goes live.

Yes, because of deadlines the fix won’t get into the live game upon release, which is suboptimal. But at least Funcom knows about the issue before it gets live. and as we know, knowing is half the battle. The other half is fixing the bug, which… may take more time than we’d like.

After playing Testlive/Beta since 2018, and moving to the Standalone App because Testlive/Beta servers are completely unreliable, the number of my bug reports which were fixed in less than six months is, anecdotally, low. This is because I don’t have the drive to track down all of my bug reports and math the delta between report and fix.

An example, very simple, is Chain Bindings. I reported them in Beta, the initial Beta, before the two Beta patches. Since that time, Chain Binding have remained unrepairable, through four separate patches.

My guess is that it is a DB setting flag. how it got changed, is a tale of poor process. That it has not been fixed is a tale of poor ROI.

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