About the pets

Name says it all
User avatar
fingers
Legendary Scribe
Posts: 466
Joined: Tue Aug 05, 2008 2:32 am

Re: About the pets

Post by fingers »

+Veritas wrote:Very good point to bring up. Firebreathing on a +10k hp mob is kinda ridiculous.

Perhaps making firebreath deal a percentage based damage? If firebreath on a monster is set for 40% damage, then the breath damage equation would be: [Max Hits * 0.4 = Firebreath Damage]. Maybe set a range? Minimum 10% max health and maximum 50% max health? Essentially removing the insta-kill.

Would that, along with a revival of other tamables make a "nerf" of imprisoned pets easier to accept?

Change ALL the things!

+V
For me, there are many upsides to the acceptance of a nerf for the imps, and obviously two very major downsides to it:

Upsides:

- More balanced items/pets/skills is always a good thing as it brings diversity and creativity on the shard.
- Pet breeders would become something worth putting time and efforts in.
- Same for bio engenering.
- The upgrade for lower end pets would help the newer players.


As for the firebreath insta killing. I agree that it is a major annoyance and that I avoid them everytime I can. Not for being afraid of dying, but because there is actually no counter strategy to it. Personally, I would prefer to see evasion fixed and set in a way that it would give around 65%-75% chance to evade spell and firebreath damage. Again, this change would add an other option to fight thoses big bad Ice Wyrm, Paroxysmus and friends.

Alright, back to reading :)
User avatar
Devlin
Legendary Scribe
Posts: 652
Joined: Thu Mar 18, 2010 12:50 pm

Re: About the pets

Post by Devlin »

Yoda wrote:I think whats important is nothing has been done yet

I have a set of 6 imps that are all rather ointed (since like corn I use them 4 places)

when was the last time you saw someone use an aqua stang? or a wyrmy wyrm, or a jugguarnaut bear etc etc etc..

if the change to my imps brought about use of those animal types and many others..haven't I already in effect been compensated?? opening up a world of possibilities is compensation in itself.

so calm down have some nice warm milk
Five excellent points, good sir.

+1 to someones idea of human bios moving faster, I think cornbread. Or at least move faster on mounts. Maybe they could use weapon abilities too?
+1 to monster bios having increased health. Could bring some life back to bio making, as players will want rare monster bios, not just a maxed human bio with varying abilities.

Whatever is done to tone down imprisoned pets, I'm all for it. They had a good run but, as it goes in many MMO's, it's time for something else to take over. We'll need some new pets to take up their place, which means nobles, unless there's some improvements to pets/breeding. So putting aside the "why can can or can't nerf imp pets" conversation, let's hear some opinions/arguments for how to improve existing pets and how we can reduce the capabilities of imprisoned pets in a manner that won't incite chaos among the masses.
Last edited by Devlin on Tue Dec 17, 2013 11:46 pm, edited 1 time in total.
Resident Wiki Editor/Village Idiot

EasyUO Scripts
ReArmer
ReArmer (Old Version)
ReReader
Separate Journal for Guild or Public Chat (Old)
---------------------------------------------
Combat Focus Guide (Godmode Formula)
EndeR
Master Scribe
Posts: 68
Joined: Sun Dec 15, 2013 2:31 pm

Re: About the pets

Post by EndeR »

I like the idea of having a delay on imps when they die, I think to get the effect you are looking for it would need to be a significant delay like say 12 hours or so. Of course the way to counter this is people that can do so will just go hunting with 20 imps in their pack to compensate.
I also like the idea of bios being shrinkable, and maybe give non human bios some special ability.
Unbeliever
Legendary Scribe
Posts: 287
Joined: Tue Jul 16, 2013 9:08 pm
Location: East Tennessee

Re: About the pets

Post by Unbeliever »

I'm glad this is being talked about, both because it really does need attention and because I appreciate the round table discussion very much. From the very beginning of this thread I've seen things said that I can't help but agree with completely. Mules taking 1 slot, Nightmares 2 slots, dragons 3 and picky beetles 5? Ridiculous. The pet slot amounts sure are out of whack. But I was never able to reason a sensible way to deal with it, so I never brought it up in discussion. If nightmares were dropped to 1 slot to match mules, where does that leave imps (for example)? I think that with the framework of the pet slot system being what it is, it's unavoidable that there will be some - perhaps many - pets that will be underpowered when considering their control slot requirements. The only way to get around it would be to have a span of ~30 control slots to work with to divide pets by strength more easily OR to make every single pet useful and viable, and neither of those is a sane idea. So some of the big questions I think are: Which pets are going to see pet slot adjustments in order to increase their viability? - and: Which pets are never going to be very useful and therefore don't need attention?

I've played a lot of Ultima - been playing for the better part of 14 years - and this is far from the first time I've seen this discussion. Even in T2A/Renaissance, the control slot counts just didn't make sense. I'm not wise enough to riddle out all the problems here and I don't envy staff for what will surely be a massive undertaking, but I have seen some things again and again AND again over the years that just might apply here too. First is that unfortunately, you're kind of stuck with having a wide range of monster strengths all rolled up into the 1 control slot category. You can kind of make all the 2's and 3's fit together but 1 is always everything from a chicken to something that can cast flamestrike, thus that category will never truly make sense.

Second is that - IMHO, based on what I've seen time and again - post changes, whatever they are, most players will simply drill down to whatever they feel the new "best" is and roll with just that. I don't believe that the variety that everyone is clamoring for will really manifest itself the way some people would like to see. All pets cannot be equal, it's not going to happen. Therefore there will still be a "best" and therefore players will still say "Why should I roll with anything but the best?". On any other server I played on, it's nightmares/dragons/WW and that's it. The only thing that ever differs is the # of pets you see depending on server control slot limits. Because they're the best and nobody intentionally gimps themselves except for the one oddball that comes along every three years or so. Same thing with playstyles - nobody rolled with a pure bard because it was the worst at PvP and not the best at PvM either. If you did, everyone would assume you were a noob who didn't know better because no one would do that on purpose.

With regard to that lack of variety, I had been playing with ideas that I meant to use in the future (now sidelined pending changes) based on what I saw other players do here. Everyone's choice of pet here seems to be based solely on their bankroll. If all they can afford is mules, it's mules. When they can afford nobles, the mules bite the dust. And when they can afford imps, the nobles join the mules. I tried five mules against the MOA and five nobles as well, and the mules took it down quicker - but that doesn't stop people from using nobles anyway because that's the established pecking order. Fighting poisoning creatures? Throw the nobles/imps at it anyway, forget the mules. I've seen so many nobles and imps get chewed up by poison and thought: when I get a LBOH or better, I'll carry mules AND imps. Definitely use mules against large poisoning spawns OR if fighting a single strong baddie with poison, have a macro to send in a mule first to tank followed by the imps. Maybe buying extra pet slots and mixing bios/cu sidhe/imps to see what could really be devastating. But I've never seen anyone else do it yet. Heck, many strong players I've seen weren't using any pets ever. Even if I was tanking a champ boss with my face and 220 dex/450hp, I'd have still unpacked 5 imps to speed it along. The greatest majority of strong hitters I've seen don't, and I've done a lot of champs.

Not to say that many pets don't need or shouldn't get an overhaul, that's a worthy goal. I just think that it'll be much harder than it might appear at first to get players to use more than just a few pets in combat when it's all said and done.

I was thinking what EndeR wrote just before he wrote it. As far as imps taking a hit, I think that a delay on reuse is an excellent idea and I agree that only something on the order of several hours is significant enough to be felt. Regarding the 'I'll just carry 20 imps' caveat though, I don't think there's much of any way to slow down a player with those kinds of resources. And I don't think it would be a great idea to try and tackle a problem like this by trying to stymie the richest people on the server either. If you figure out a way to stonewall Alejandro or work around his bankroll, then 95% of players are for sure up the creek without a paddle.

It's late and I have to wrap this (believe it or not) incomplete post up but I want to throw these out also. Has anyone yet suggested imps control slot requirements going up? It might be a useful idea. And regarding pet stat loss on death, please, whatever you do, don't make it rougher than it already is. I know what the percentages are but my mules always seem dedicated to losing stats every single time they die, lol. And with monsters out there that can chew up 1000hp pets in 5-8 seconds - and many players not knowing what they are until it's too late - it gets seriously expensive. It has to exist, I guess, otherwise there'd soon be no market at all for bred pets. But I feel that it could be a little more forgiving and reach a middle ground where it's not socking it to either pet onwers or breeders.

Thanks +Nyx and +Veritas for your thought and effort on this and so much else. :)
in-game Thomas Covenant
User avatar
Mayar
Novice Scribe
Posts: 7
Joined: Mon Sep 30, 2013 8:51 am

Re: About the pets

Post by Mayar »

<Off-Topic >

... Long time ago in a galaxy far away, in a different game called EVE - certain race ships(Caldari) were the ultimate pwn mobiles and everyone and their grand-ma were flying them or were planing/aiming/dreaming to fly them ...
And suddenly there was a change that made them not so uber.
And there was a great disturbance in the Force ... and millions of voices suddenly cried out in terror ...
And there were tears and lamentations, and imaginary rage-quits, and heartbreaking goodbyes, and skill-point reimbursement requests(lol) on the forums and in-game , when I overheard a wise man saying to a whining friend of mine:
"Learn and adapt or GTFO!" - these are bitter words indeed - but nevertheless a words of wisdom IMHO...

Yes - I myself use a mule + 4 nobles combo in my adventures ...
Yes I slowly work on my gear and skills so one day I could use the benefits of the 220 DEX god-mode formula ...
But - if situation changes (if in a sudden the 220_DEX_god_mode is replaced with a 220_INT_god_mode and a single clumsy spell is enough to annihilate that pesky paragon Dark father and half of Luna with it )- I will adjust my goals/play-style.

Change is something good guys - it brings new challenges!

< /Off-topic >

I hope I didn't offend anyone with that little wall of text - for that was not my intention ... I think :lol:

I'd be quiet happy to see some changes in the slot-cost per pet, plus new pets, pet-skills etc. But wile this are some plans for the future that are still about to come - I'd really love to see some .. erm .. structured info on the current pets.
Like:
- Mules are are nice packies that can take a punch or two and be able to return the favor ..
- Nobles are newbie best-friend till you get imps ...
- Nox steed farts so toxic - that even necro-alchemists in Umbra will ban you from the city
- Wyrmy wyrm makes the regular savage rider go in Conan_mode and ruin their neighbors juka Castle and making Juka Lords place a bounty on you ...
- Golden Pony - is good only for pony-fricassee - favorite meal of Azzie Elbub ...
etc

-
User avatar
assterixxx
Journeyman Scribe
Posts: 20
Joined: Wed Dec 18, 2013 6:29 am

Re: About the pets

Post by assterixxx »

I'm a newcomer(sort of), so don't put to much weight into my opinion.
One of the first things I noticed when I came to this magical realm, was that everyone seemed to be using some obscure nightmare breed to keep them safe. I later learned about the custom tamables - Mules and Nobles. Not to neglect the tiny, ferocious, and obvious very well suited tanks - Imps(?!?).

I'm a role player at heart, so I welcomed breeding as a great way of expressing my evil overlord'ish nature. The logical conclusion was to start breeding Swampys, as my mount and Hell Cats as pets. I realize, I'm one of the few that don't really care about max damage potential, death penalties, and all the other benefits, there is to gain, from going mainstream. I have always played games in this fashion. I choose to handicap myself, to get a better gaming experience. As a vampire I actively try not to use any Chiv spells either(apart from that pesky SJ, and that's just a bad habit of misclicking in my runebooks). When we only are 2-3 players battling a boss, I feel forced to pull my own weight, so I do use em there.

I'm not trying to force anyone to play as I do, but have you(the staff) thought of trying to make role playing more interesting to the players? I have no idea how easy it would be or if its even possible, just a thought.

This is quite an interesting discussion.
- Darain Farell
Commander of the undead army by night. Confined to a coffin by day.
User avatar
Mayar
Novice Scribe
Posts: 7
Joined: Mon Sep 30, 2013 8:51 am

Re: About the pets

Post by Mayar »

Hey Darian!
a few days ago you helped me with my disco trainig in the zoo (I am Kilava Onass in game) and I want to thank you again for that(btw - I find out that you can go from near 50 disco to GM solely on pixies)

You are lucky with your goal - I was planing to do the same - but from the opposite side of the Force - unfortunately pixies are non tamable here, and Cait Sith and Holy cats can not be used in pair because of their slot cost, the only other option for a goodie-goodie bard-caster are Unicorn + one of the above cats - while you can have a nightmare + imps combo in addition of hell cats+swampie - and for that you have my noble envy :D .
I can only hope that pet slot cost will be overhauled in the nearest future :)
User avatar
SOL
Master Scribe
Posts: 55
Joined: Tue Aug 13, 2013 11:59 am

Re: About the pets

Post by SOL »

I only use "stupid ferrets" btw, so that being said...
--limit to 1 out, the same way echees suicide if you try to bust out 2. (i think i just chopped off my arm)
--drop group instinct but add something still grouplike and unique, like they'll heal each other
--death penalties same as normal pets
--make imps die at death, like, unressurectably. this keeps us all chopping peerless to get more imps and using less of them in situations we know they'd eat it. you'd probably want to up the imp drop rate a hair though
--raise the lore even more so they're just super difficult to control. sure you can have your 5 bits of nonsense out but good luck spamming commands the entire time to keep control of them
--add some kind of "stupid ferret" issue like it suddenly loses interest in fighting a little too frequently and breaks aggro
--drop the group instinct and even reverse it - if imps are in a group they'll randomly attack each other, even breaking aggro to attack each other
--make them unointable

Is it possible to grandfather existing pets to continue as they are but just make all new imp drops actually a different animal with whatever the changes are? That'll prevent any injury to people who've got a lot invested in their current pack.

I agree about the dragons. Vets are indifferent but all the newbs I interact with are always so happy about their first pet dragons and then seem to get dismayed in general with the shard when they realize that moment of victory isn't really appreciated here. So yes Nyx the glory of the shard awaits the Mammajamma.

Please don't nyx small incognito superpets itself as a concept though... I hope there will atleast be an allpowerful imp (an imp, not a imprisoned) or some other small baddy. Yoda (the character, not our superfriend) is a pretty small all powerful imp. Size and traditional concepts shouldn't dictate our food chain, either.

<3
Last edited by SOL on Wed Dec 18, 2013 2:57 pm, edited 1 time in total.
User avatar
assterixxx
Journeyman Scribe
Posts: 20
Joined: Wed Dec 18, 2013 6:29 am

Re: About the pets

Post by assterixxx »

Hey Kilava!
Glad it worked out for you.

The point you are making, is exactly what I meant! Making pets more personal to the style you are playing. There are a couple of other things to note about your choices, though. You seem to prefer casting pets(I don't blame you on that), but that should have a negative effect. Having the holy cats / Cu Shide / Uni's eat more then one pet slots, seem reasonable, as their magic skills help a lot in combat. My kitties have fire breath, but the damage is minor, even at the 3-4 gen. As for the swampy - it has wings and that's about it.

Your point is still valid nontheless.
- Darain Farell
Commander of the undead army by night. Confined to a coffin by day.
User avatar
Yoda
Legendary Scribe
Posts: 813
Joined: Thu Feb 24, 2011 11:38 am
Location: Canada

Re: About the pets

Post by Yoda »

well lets spitball some things

one thing that has plagued me with the pets is how to boost them without causing further unbalance and what I keep returning to is something to differentiate individual species from each other, Id hate to make this analogy because it will make me sound like a 12 year old boy..

but pets in a way have alot in common with Pokemon

(groans at the mention)

if you think it over special abilities of animals are under utilized.. like scorpions and rune beetles have poison, cu's have bleed some have fire breath etc.. but those are essentially just offensive hitspells

what I am thinking is..
discord, heals, debuffs, paralize, stun, etc etc etc and perhaps new things we haven't considered that could make something unique for a tamed pet that we haven't neccesarily seen.. and perhaps pack instincts grouped to allow a mixed pack to benefit from the damage bonus (within reason of course) but essentially nightmares, firesteed, aquastang, nox steed, mules are all equine species etc.. hellcats, predator hellcats, cait sith, holy cats, cats etc are all cats more or less..

then you have our dragon species of which 4 species wyrmy wyrm, fire wyrm, strupen wyrm, and energy wyrm are custom. but essentially more or less are the same animal with different graphics..

I think alot of what could be boosted isn't exactly damage based sure boost hitpoints to reflect the enhanced slot usage but beyond that alot of interest could come from special attacks and abilities, and moreso ways that a pet could be combined with another 2 different specials to compliment your combat.

with pack instinct across animal types (dogs, cats, dragons, horses) you could potentially see someone use a nox steed and a nightmare say, (or in my case a nightmare, fire steed, nox steed {6slots}) in order to combine special abilities if they were varied and usefull enough..

What I think has been brought to light from this post and rightly so from both perspectives is a nerf to imps is both needed and disliked at the same time. which is a difficult position to put staff in, because I am sure they hate being griefed at for any decision.. now left the same they speak to the anti-logic of boosting the other pets to surround the imps causing a need for enhancing the monsters -> leading to a gap between new player and vet.. and I agree that would happen, but perhaps part of the solution is just making the other animals more interesting to use, not neccesarily enhancement that makes them more powerful than an imp, just more entertaining, more interesting fights etc.

so how does this relate to my original and lame pokemon analogy.. well as I outlined special abilities could do alot as part of a complimentary system to widen the animal kingdom and as far as I understand from pokemon a... pikachu? and a whatever the dragon dude is called have different powers (keep in mind I am approaching this from the perspective of an uncle to several nephews and not a fan)

I think part of the solution is doing things that make each species unique, otherwise as devlin says you have pet types A B and C

here are a couple examples although they are not suggesting this "Is" what you do more "could"

lets take the imp(green dude version) and a unicorn

so the imp is a almost gremlin like figure but right now its a 2 slot pack instinct caster it could stay 2 slots but there has to be a reason behind it.. say for example it had 2000 hitpoints max, no change to its damage structure but it had an arsenal of special abilities that "messed with" mobs perhaps they provoke monsters onto each other, or debuff them, have an attack that causes the monster to temp have the damage of a lesser creature something to that effect.. make them a "spoiler/trickster"

now unicorns are magical also a 2 slot caster havent checked if they have pack instinct or whatnot.. but they perhaps should have "unicorn" pack instinct or something I dunno.. but if you recall in the first harry potter movie voldermort keeps himself alive with unicorn blood, now I am not suggesting that really because well cannibalizing your pet for life seems a tad bit sadistic, but perhaps they could be some sort of combat medic cast an area heal that affects you and your party.. make them into a bit of a mystical magical type creature, because making them cast multicolored rainbow breath is probably beyond the capability of such an old game archetecture.

like I said this is just an example of how you could make 2 species unique, not neccesarily what you should do, more of a conceptual way to look at each species with specifics to be sorted out.

a little bit more of a creative perspective is needed beyond the math and +/- of various damage if you are truely to make something special
Guildmaster: JDI - Est 2011
User avatar
Gaara
Legendary Scribe
Posts: 890
Joined: Sun Sep 23, 2012 10:43 pm
Location: Sedona, AZ, USA

Re: About the pets

Post by Gaara »

"discord, heals, debuffs, paralize, stun, etc etc etc and perhaps new things we haven't considered that could make something unique for a tamed pet that we haven't neccesarily seen.. and perhaps pack instincts grouped to allow a mixed pack to benefit from the damage bonus (within reason of course) but essentially nightmares, firesteed, aquastang, nox steed, mules are all equine species etc.. hellcats, predator hellcats, cait sith, holy cats, cats etc are all cats more or less.."

+1
Image
seoman
Adept Scribe
Posts: 44
Joined: Tue Apr 27, 2010 10:34 pm

Re: About the pets

Post by seoman »

I'm new but I'm not. Played on the shard 3 years ago.

Without reading through all the posts, what's wrong with the Imps as they are now?

Did they get a boost in the last 3 years?

I used to hunt with a pack of Imp Ferrets and a Bio. Which ones I used depended on what I was fighting. Group I hunted with, one guy had a pack of Imp Dogs and another had a pack of Imp Squirrels.

Did it make hunting easier? Sure. But the people with multiple Mules could do the same thing as well. At the time, the Imps were really no different then having a pack of something else, just more variety.

Imps were difficult to get, and difficult (and costly) to raise with ointments. I actually had 6 or 7 total, different strengths. I also had a couple mules, wyrms and who knows what else. Different hunting packs for different occasions.

Really, why nerf Imps when can make adjustments with other pets?


And Unbeliever is right, if you nerf imps and buff something else, people will just go to what the new "best build" is.

The best idea, that works for everyone, is to equalize things more so that a pack of Imps is equal to a pack of Mules, etc.. Make it that whichever pet you hunt with reflects your playstyle or even just which you think is cooler.

Can even make it so that some pets aren't good with some mobs. Make it more of a give and take with choice. Encourage people to be adaptable with who and what they hunt with.
Ossy (in-game) - come and say hi
User avatar
+Nyx
Administrator
Posts: 2472
Joined: Wed May 18, 2011 1:31 pm
Contact:

Re: About the pets

Post by +Nyx »

I would highly recommend you actually read the posts before commenting, as everything you just mentioned was already covered by myself, Veritas, or one of the players. There are good reasons why we don't just bring all pets up to par with imps, and I covered that myself earlier in the thread. :)
seoman
Adept Scribe
Posts: 44
Joined: Tue Apr 27, 2010 10:34 pm

Re: About the pets

Post by seoman »

All caught up.

I get the having to make mobs stronger to compensate for all pets getting an increase, but honestly back then having pets didn't gurantee anything, so did they all get buffed or something? Imps weren't necessarily the best, they were just "cool" because they were difficult to get.

I liked the Ferrets because of the Beastmaster. Even named my first two Podo and Kodo. So they do have a place in a fantasy world, lol. But my bio was the main tank/hunter that did the most damage. The Imps were really just for fun.

I guess I'm just not seeing what the big deal is unless it became easier to get imps and everyone is running around with packs or they got a buff at some point.

That being said, any changes made would only serve to discourage use of the Imps and encourage the use of something else. Why would anyone want to take Imps hunting if you had a delay in when could use them after a death? They'd be one-use creatures at that point.

Any kind of nerf hurts the people that have put the time and gold into buffing them and seems a reaction instead of a solution.

And for the record, I don't have my old account (still deciding if want to get it back) so don't have my old Imps now and might not if get the account back (they may not have been in my backpack), so just not saying this because like my "uber-hunters".
Ossy (in-game) - come and say hi
User avatar
Larsa
Legendary Scribe
Posts: 265
Joined: Thu Dec 09, 2010 2:56 pm

Re: About the pets

Post by Larsa »

Possible options:

1. Make all pets 1 slot, now you can ride with 5 dragons the same way I do with 5 imps.
2. Do not change the amount slots required but make them "special" (and I do not mean in a retarded way kind of special). e.g. Dragons will have +/- HP and special moves just like the bios.
3. Make a deed that will change the look of your imps to whatever other pet you want. e.g. My ferrets could look like hiryus (same principle as the "item appearance change" deed)

Honestly, as one progresses from mules/nobles --> bio --> imps, once you get to end game level your reliance of pets will be less and less. You will find it cumbersome to leash/unleash them all the time. I do not use them at all, but sometimes I do to bring down mobs with lots of HP faster. I just prefer running as fast as the wind without waiting for my imps or bio 1 screen ahead of them. I am aware that tweaking the pets will bring more fun to a lot of players and will benefit all players that wants to play with pets, regardless of the changes I am always good with it.
Now offering free tours to Sgail and Umbris camp, bring your own weapons as safety is not guaranteed.
Locked