You appear to be browsing cyreneforum.com as a guest user. Did you know that if you sign up with an account, you get access to all kinds of additional privileges, and are then able to join the discussions?
What did you expect? Everybody can get it.Btw after the time and effort put into this, I am very disappointed it is common
What did you expect? Everybody can get it.
Kris, I got the 200 certificates and tried spawning the wolpentinker about 12 hours after Rusty got his. I got the message saying "incoming wolpentinker" but nothing happened. he never spawned. so now i have no pet and 0 certificates.
One question: does it spawn in an area it cannot escape from (even if it can fly)? Otherwise, how will people know there isn't a spawned one which has been kidnapped away somewhere?
i guess if the killing is the issue, the best temp fix is (if possible) for the npc to just reward with the pet instead of a taming chance.Hey jetsina,
Yes, it doesn't actually fly in the conventional sense, and the spawned mob is also stationary, so it shouldn't be an issue of that.
I have a feeling it might be from back when pets were introduced and the spawns would sort of "dry up" because taming =/= killing so it might have to do with that.
Either way I'm looking to get this resolved as quickly as possible.
Cheers,
Kris
Btw after the time and effort put into this, I am very disappointed it is common and has the same abilities as the arret.
Hi Rusty
I like to challenge you on that one.
I noticed that the Arret give you a clue to it´s capabilities (pic. 1).
But when I look at the picture that you posted earlier today. All I see is ????? (pic. 2).
Perhaps there is a nice surprise behind the ?????
Or perhaps a employee simply forgot to fill in the text.
Anyway I don´t think that Chris is going to put out on the first date again ;-)
Not after the stolen imperium armor incident
prehaps your right, nothing to say a stage 2 is added where you hand over your pet and badges and get next rank of pet?
Hey jetsina,
Yes, it doesn't actually fly in the conventional sense, and the spawned mob is also stationary, so it shouldn't be an issue of that.
I have a feeling it might be from back when pets were introduced and the spawns would sort of "dry up" because taming =/= killing so it might have to do with that.
Either way I'm looking to get this resolved as quickly as possible.
Cheers,
Kris
i guess if the killing is the issue, the best temp fix is (if possible) for the npc to just reward with the pet instead of a taming chance.
another is to have an instance (a trip to the turreleon Negaverse) this would prevent someone killing it
If tested, why does it have broken animation cycles and not reported in the known errors list on vu? Just curious
Hey Paul Jetman Masters,
It's actually the killing that is not the issue, but rather the fact that "taming" doesn't reset the summoned creature (ie count it as killed).
As far as I know there also isn't a way to spawn pets directly to players.
While we do try and make our patch notes as detailed as possible sometimes things are over looked.
Cheers,
Kris
And what do you call Strongboxes then? Just create another box that players can buy for 200 certificates and it will award with a pet after opened.As far as I know there also isn't a way to spawn pets directly to players.
This is exactly why.Because it is a system that creates literally tens of thousands of ped in MU for your players and is a huge opportunity to pass...
You don't want players getting easy MU? It's bolsters the hell out of the economy and would bring many players here as well. I see no downside to letting players get thousands of ped in MU.This is exactly why.
Very lively thread in the last day or so - nice!
AND it contains helpful interaction between players and Kris - even better!
While I agree that a newly programmed strongbox would be a semi-direct way of getting a pet into inventory, if the cause of the problem is related to taming not acting as a kill, then it's better to iron that out, surely. I would have thought it would be very simple to add the bit of code from killing a mob across to a successful tame attempt, maybe with a transfer of the mob's individual ID code to the newly created pet or so if necessary....
On the topic of valuable pets, afaik ped turnover must be carried out to get a chance at a sacred kong. The bigger the turnover (MA profit), the more 'value' in the form of mu (player paying player) can be given from an MA economy side of things by allowing higher stats on the pet.
In this case it seems the WolperTinger can be gained pretty much for free, so I wouldn't expect much mu from it. But it does add more variety to Cyrene, so why not?