OK selecting one at random, Guild Wars 2 introduced a new winter zone (a few years back), the value of the unique zone currency on release, the predictability of the spawn clusters, the number of mobs and rate of respawn lead to the map quickly being covered at spawn points with AFK necromancers. Their pets in guard mode would kill the mobs then regen their health, and the character would be set to chain cast a skill that didn’t require a target (a legitmate basic ui action is to change 1 skill only in GW2 in to a chain cast, it doesn’t have to be the basic autoattack that is chained) - most commonly the greatsword 4 nightfall pulsing ground placed aoe damage under the characters feet. The legitimate changing of 1 skill of your choice to chain cast, thus prevented the character from logging out as afk and added some character damage to mobs.
The GW2 dev team, did the normal work of a MMO dev team and fixed the content problem they had released. In time the AFK characters ‘farming overnight’ by misappropriating legit mechanics were gone before they had too significant an economy effect. There are hundreds more examples like this from every MMO out there that has a pet system (most of them), and have never resorted to turning off the pet system (all of them to my knowledge).
Contrasting the EVE dev team to the GW2 team what GW2 didn’t do was create spots for the necromancers in most zones of the world, and leave them in place, often as people’s primary income source, for many many years until they had significant effect on the economy. Until necromancers become so hated by some that any level of nerfs to pet users would feel justified to them. And then finally react by becoming the first MMO dev team in history to remove pet AI from a live MMO.
As a much newer EVE player (under a year) I understand from reading this thread how people developed such an opposed stance to drone play - but it’s not drones that are the problem it’s the way content has been left. I’ve always liked pets from the first low level mob I tamed in Ultima online (yeah it was a rabbit I think) to having a pack of dragons at my command whiel riding a nightmare. My EQ1 bard who through a lot of long corpse runs solo-ed his epic sword (charm & other mechanics through months of trial and error resulting in solo killing of mobs designed for 72man raid teams). Pets as a feature of MMOs have always thrown up problems, I remember for example showing a dev how recent changes to secondary LoS checks allowed a team of channelers to cast aoe on allied huntress pets then effectively teleport those pets hundreds of meters away through walls to hit out of sight and out of range targets. Normally content problems are resolved by that content being properly fixed in due course.
The EVE devs have it a lot easier than most dev teams, they don’t really have to deal with pathfinding - many times the thorniest of issues to solve, they don’t even have to deal with a true aggressive mode where pets hunt targets in range (a common mmo feature), just the much simpler defensive (called aggressive here) mode where drones react to hostile action on them or owner.
It seems completely normal to me to switch between aggressive, defensive and passive pet modes multiple times during an encounter in order to optimise gameplay damage output, agro ranges and pulling, respond to CC (ewar) and so on.
I find it quite sad that the EVE devs are to my knowledge the first dev team to remove pet functionality from a live MMO in history. A drone with no limited atuonomy, no basic ai, is not a drone, is not a pet - it’s just a turret floating in space with fairly crappy shields and armour.
I hope the EVE devs actually work on their content and fix the true issues (and the economy problems they created) so they can restore drone/pet functionality to their MMO.