Problems with Mastermind Pets in Grandville


DarkGob

 

Posted

Is this a known issue? When I enter the zone on Triumph via boat the pets stay in place. I dismiss and resummon but they don't seem to be summoned. I tp to the base and suddenly they are there. I log off and quickly back on and the pets are now with me in Grandville, but they don't move and don't attack. Kinda hard to trick or treat as a petless MM


 

Posted

Also happens in any zone I enter from the boat or when I enter a mission. It happens frequently with most zone-ins and it happens every single time I enter Nerva.

The pets don't respond. They can't be dismissed. They don't teleport to me when I move far away. They stay bugged if I exit to the character selection screen and log back in.

It's extremely frustrating because I can't just go to any zone and participate in a zombie apocalypse or Rikti raid. Being a petless mastermind sucks. This bug has forced me to play other characters.


 

Posted

/releasepets

This will get rid of all pets, even bugged ones and let you recast. Highly annoying bug.


 

Posted

Ah, nice suggestion. I'll give it a try. Thanks.


 

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I've bugged this so many times....


 

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Quote:
Originally Posted by Scythus View Post
I've bugged this so many times....
Heh. You need to come up with exploit that uses this bug. Then it will be fixed yesterday.


 

Posted

Buffing your henchmen with non-upgrades (i.e., buffs from your secondary) usually reverts them back to your control. This isn't a great solution since some Mastermind secondaries don't have such buffs, but for those that do it's a good patchwork solution in lieu of an actual bugfix.

Quote:
It's extremely frustrating because I can't just go to any zone and participate in a zombie apocalypse or Rikti raid. Being a petless mastermind sucks. This bug has forced me to play other characters.
I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.
In some cases where the bug appears, the henchman do not get dismissed when right clicking on them and choosing 'dismiss'.

In other cases where the bug manifests itself, the pets do not appear on your list at all and may not follow you, but they are still counted as being cast. This means that your new summons will seemingly fail without adequate feedback, since a pet is already existing for you, just not under your control. I've had all of my MM pets out once and none of the were under my control nor did they show up on my list. In those cases resummoning seemed to do *nothing* at all.

In those cases, the only way to guaranteed fix the problem is to use the /releasepets command, which will dismiss *all* of your currently cast pets. In some cases this may mean that you've already attempted to put out henchman, or also have non MM pets with a long recharge, like dark servant. If that happens you can pretty much be guaranteed a certain of frustration by having half of your pets ready only, or none at all for a short time.


 

Posted

Quote:
Originally Posted by DarkGob View Post
I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.
6.5 seconds: Summon animations for six bots
5 seconds: Delay until the last of the bots finishes its summon animation and can be selected
4.5 seconds: Upgrade animations for bots
55 seconds: Delay to let endurance bar refill
13 seconds: Animation time for leadership and armor toggles turned off to speed endurance recovery.
2 seconds: Summon animation for forcefield generator

Total time from entering the zone to ready-to-fight: 86 seconds.


 

Posted

That's more than a minute for those of you counting.


 

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Quote:
Originally Posted by DarkGob View Post
I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.
And then you cross the zone, enter the mission and have them do the same thing.

Yes, it is that difficult/annoying. *Especially* now when, on exit, I might be stepping into a zombie invasion and really, really would like to do so with bodyguard active while I load.


 

Posted

Masterminds these days. Back in MY day, we had to resummon and reupgrade our henchmen every single time we entered a mission. Had to pop back outside for something? Bam, they're all dead, and you have to call them up all over again. New mission? Resummon. Street sweeping? Resummon again. And we LIKED it!


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

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Quote:
Originally Posted by Monkey_King View Post
Masterminds these days. Back in MY day, we had to resummon and reupgrade our henchmen every single time we entered a mission. Had to pop back outside for something? Bam, they're all dead, and you have to call them up all over again. New mission? Resummon. Street sweeping? Resummon again. And we LIKED it!
But you *could* resummon. You didn't have them stand there, non-controlled and force any new summon to fail.


 

Posted

Quote:
Originally Posted by Monkey_King View Post
Masterminds these days. Back in MY day, we had to resummon and reupgrade our henchmen every single time we entered a mission. Had to pop back outside for something? Bam, they're all dead, and you have to call them up all over again. New mission? Resummon. Street sweeping? Resummon again. And we LIKED it!
... and you had to upgrade each pet individually... twice! But that was WAI this is about as WAI as iRobot


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Quote:
Originally Posted by Monkey_King View Post
Masterminds these days. Back in MY day, we had to resummon and reupgrade our henchmen every single time we entered a mission. Had to pop back outside for something? Bam, they're all dead, and you have to call them up all over again. New mission? Resummon. Street sweeping? Resummon again. And we LIKED it!
It is actually preferable this way since you were guaranteed to have no pets. Currently the bug might have you holding pets but not be able to control them and summoning will do nothing until you use the /releasepets command.

Also the upgrades powers weren't AoE but they didn't eat all your endurance either.


 

Posted

Quote:
Originally Posted by PumBumbler View Post
/releasepets

This will get rid of all pets, even bugged ones and let you recast. Highly annoying bug.
Thanks! I'll give that a try. /petcom_all dismiss just wasn't doing the trick.