Legends
Elite
- Joined
- Dec 31, 2006
- Posts
- 3,235
- Location
- Twin Peaks mall, 2nd floor
- Society
- Dirty Dingos
- Avatar Name
- Inherent Marxus Legends
As the title says, 3 things about pets that should be implemented in order to improve that dynamic of EU.
1. More information on Pet buffs under the 'Detailed Information' panel
Show all available buffs for a pet when clicking "Item Info", under "Detailed Information". Show the status of each buff, i.e. Locked/Unlocked, preferably with a progress bar, similar to the progress bar you see on a blueprint for your success rate when using it.
Reasoning for this: Pets have no Market History and cannot be sold on the Auction, which I think is wise. But this means that people sell them in shops or do private trades in person. When buying a pet in a shop or from someone, it is easy to see the pet's level just by hovering your cursor over it, but it isn't possible to see what that pet's buffs are, or whether these buffs are unlocked or not. Unlocked buffs makes the pet more valuable and this information should be available to a potential buyer. Pet buffs are generally unknown to players that do not own the pet themselves or look outside of EU, i.e. Entropiawiki or this forum, and therefore, a pet in a shop ends up mostly being 'valued' for it's 'coolness' factor, rather than what buff it will provide for it's owner. To remedy this, simply add to the 'Item Info' panel, all the buffs available for the pet, what level is required before unlocking each, and preferably a progress bar for each (you could just add a button for 'Show Pet Status' at the bottom if that's easier)
2. Pets for Miners, Harvesters and Crafters
A broader use for Pets, for example Pets for Miners. Aside from Acceleration buffs, there are currently no pet buffs that are of any real use to anyone whom has chosen mining or harvesting as their main profession, and there are no pets whatsoever for crafters. Yet, this would be easy to implement. Here are a few ideas of some buffs that pets could have for professions other than hunting or taming:
MINING:
- Increase rare mining finds 5-7%
- Increase Excavator speed 10-12% (same idea as faster reload for hunters)
HARVESTING:
- Show Harvest-able wood 1 or 2 meters
CRAFTING: (would be nice if this buff would also affect coloring, texturing and beauticians)
- Skill Modification 10% (same idea as Skill Mod Enhancers, except this pet would mostly affect success rate)
3. Improvement of the rare pet spawn mechanism
This next one might be a bit complicated and I'm sure that there is a lot of varying opinions about this, but I would like to see MA tweak or improve the current rare pet spawn mechanism to eliminate the possibility of players swooping in and stealing the rare pet which someone might have been working on spawning for many hours or many days even.
I have given this a lot of thought this year, I think the most frustrating thing is to see players flying around in a Sleipnir or Quad-Wing, obviously looking for a rare pet like a Ruby Kanin or Ruby Chirin dragon for example, while I'm down on the ground taming. I hate that this can be done and I think this is something that should be looked at. Only those that contribute to the rare variety spawning should be getting the opportunity to tame it.
So, someone correct me if I'm wrong but currently the way it works is either every certain number of kills (taming or killing being the same thing in this case), results in 1 rare spawn. So for example on RT, every 1,000 Steampunk killed results in a Hacked K-1 spawning. Perhaps with certain tamable creatures such as the Corinthian Kanin, it could be a percent chance of a rare spawn, but either way, the rare variety currently will spawn anywhere in the area where the creatures spawn, and I think that is the biggest problem. In the case of the Corinthian Kanin near the Atlantis Archipelago TP, it's not possible to watch over the whole spawn area, it is very large. I could be on 1 side of the mountain busy taming, then a Ruby could spawn on the other side, someone comes with their Quad and flies over the area and spots him before I do and 'steals' it from me, not fair, especially if he/she hasn't even tamed a single Corinthian Kanin that day.
If instead, every single successful taming gives a small chance of the rare spawn happening right where that creature was just tamed, that would ensure that the people doing the taming are the ones who are going to get the rare ones too. I'm not sure I'm the best person to put it in terms of programming but I could imagine a dice roll every time I tame a Corinthian Kanin, with a 0.01% chance of a Ruby spawn. If the dice roll results in 'yes, spawn a Ruby', then the Corinthian Kanin I just tamed would 'revive' (give it an H-DNA and full health) but this time is a Ruby, and the taming process starts over again.
This should work the same for those creatures which you must kill in order to get the tamable variety, for example the Island Gorilla on Secret Island. If a tamable one spawns after 1,000 kills, that tamable one should spawn right in front of me where number 1,000 was just killed, so as to avoid it being stolen by someone who hasn't been killing any Island Gorillas.
Thoughts, comments? Did someone already post about this?
Cheers o/
Legends
1. More information on Pet buffs under the 'Detailed Information' panel
Show all available buffs for a pet when clicking "Item Info", under "Detailed Information". Show the status of each buff, i.e. Locked/Unlocked, preferably with a progress bar, similar to the progress bar you see on a blueprint for your success rate when using it.
Reasoning for this: Pets have no Market History and cannot be sold on the Auction, which I think is wise. But this means that people sell them in shops or do private trades in person. When buying a pet in a shop or from someone, it is easy to see the pet's level just by hovering your cursor over it, but it isn't possible to see what that pet's buffs are, or whether these buffs are unlocked or not. Unlocked buffs makes the pet more valuable and this information should be available to a potential buyer. Pet buffs are generally unknown to players that do not own the pet themselves or look outside of EU, i.e. Entropiawiki or this forum, and therefore, a pet in a shop ends up mostly being 'valued' for it's 'coolness' factor, rather than what buff it will provide for it's owner. To remedy this, simply add to the 'Item Info' panel, all the buffs available for the pet, what level is required before unlocking each, and preferably a progress bar for each (you could just add a button for 'Show Pet Status' at the bottom if that's easier)
2. Pets for Miners, Harvesters and Crafters
A broader use for Pets, for example Pets for Miners. Aside from Acceleration buffs, there are currently no pet buffs that are of any real use to anyone whom has chosen mining or harvesting as their main profession, and there are no pets whatsoever for crafters. Yet, this would be easy to implement. Here are a few ideas of some buffs that pets could have for professions other than hunting or taming:
MINING:
- Increase rare mining finds 5-7%
- Increase Excavator speed 10-12% (same idea as faster reload for hunters)
HARVESTING:
- Show Harvest-able wood 1 or 2 meters
CRAFTING: (would be nice if this buff would also affect coloring, texturing and beauticians)
- Skill Modification 10% (same idea as Skill Mod Enhancers, except this pet would mostly affect success rate)
3. Improvement of the rare pet spawn mechanism
This next one might be a bit complicated and I'm sure that there is a lot of varying opinions about this, but I would like to see MA tweak or improve the current rare pet spawn mechanism to eliminate the possibility of players swooping in and stealing the rare pet which someone might have been working on spawning for many hours or many days even.
I have given this a lot of thought this year, I think the most frustrating thing is to see players flying around in a Sleipnir or Quad-Wing, obviously looking for a rare pet like a Ruby Kanin or Ruby Chirin dragon for example, while I'm down on the ground taming. I hate that this can be done and I think this is something that should be looked at. Only those that contribute to the rare variety spawning should be getting the opportunity to tame it.
So, someone correct me if I'm wrong but currently the way it works is either every certain number of kills (taming or killing being the same thing in this case), results in 1 rare spawn. So for example on RT, every 1,000 Steampunk killed results in a Hacked K-1 spawning. Perhaps with certain tamable creatures such as the Corinthian Kanin, it could be a percent chance of a rare spawn, but either way, the rare variety currently will spawn anywhere in the area where the creatures spawn, and I think that is the biggest problem. In the case of the Corinthian Kanin near the Atlantis Archipelago TP, it's not possible to watch over the whole spawn area, it is very large. I could be on 1 side of the mountain busy taming, then a Ruby could spawn on the other side, someone comes with their Quad and flies over the area and spots him before I do and 'steals' it from me, not fair, especially if he/she hasn't even tamed a single Corinthian Kanin that day.
If instead, every single successful taming gives a small chance of the rare spawn happening right where that creature was just tamed, that would ensure that the people doing the taming are the ones who are going to get the rare ones too. I'm not sure I'm the best person to put it in terms of programming but I could imagine a dice roll every time I tame a Corinthian Kanin, with a 0.01% chance of a Ruby spawn. If the dice roll results in 'yes, spawn a Ruby', then the Corinthian Kanin I just tamed would 'revive' (give it an H-DNA and full health) but this time is a Ruby, and the taming process starts over again.
This should work the same for those creatures which you must kill in order to get the tamable variety, for example the Island Gorilla on Secret Island. If a tamable one spawns after 1,000 kills, that tamable one should spawn right in front of me where number 1,000 was just killed, so as to avoid it being stolen by someone who hasn't been killing any Island Gorillas.
Thoughts, comments? Did someone already post about this?
Cheers o/
Legends