More pet control and depth

Zsar

Ascalonian Squire

Join Date: Dec 2007

The Blazing Beasts of Bermuda

N/E

Here are a few ideas ive had on adding to pets. Not sure which if any have already been suggested so i apologise now if im repeating any other ideas.

1) Armour for pets - does not necessarily have to give bonuses but just could give the oppotunity for people to personalise there pets. I.e giving them armour, changing fur/skin colour.

2) Stables/Kennels - place for people to store one pet in order to get another instead of giving up the first to get another so only one could be used at a time but can have more than just one option of pet.

3) Viewable in towns - as it says you and others can see the pet in a town/outpost. It walks next to you and maybe copies some of your emotes like /sit.

4) Distractions - while travelling in explorable areas your pet may be distracted by other charmable animals which it will go and attack in order to "defend" you, but you cannot attack the other animal yourself. I think some people might not like this idea so perhaps add a hostility/friendly option to pets in which the will either be hostile or friendly to other animals. If it did attack and kill another animal it would gain xp from the fight.

5) Seperate Skill Bar/Attack Style - perhaps make it like a hero and give it skills of your choice (perhaps less than 8 maybe 3 or 4 different skills). Skills such as bite, scratch, peck ,lunge and swipe. This would give the player more space for their own skills instead of animal skills. Although this may defeat the point of beast mastery attribute on rangers so may need a rethink. . . . . . . . . . . . . . . . . . . . . . . . . . .
After giving this a little thought maybe rangers beast mastery skills would be the same but change the style of attack your pet carries out for example its default attack would firstly be to swipe enemies but you could change it to bite or lunge.

These are just a few ideas i had while playing. Maybe additions for GW2 or 1 but ill just see what you guys think of them. Thanks for reading.

Tyla

Emo Goth Italics

Join Date: Sep 2006

pets are strong enought....all i like is idea 2

trinwroth

trinwroth

Ascalonian Squire

Join Date: Jun 2006

United Kingdom

Dark Tower Eagle Hawks

W/

I agree with Tyla - Pets are powerful enough, however i would appreciate a little flag so that i can pin my pet back, he seems to think he is the new Alesia.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by trinwroth
I agree with Tyla - Pets are powerful enough, however i would appreciate a little flag so that i can pin my pet back, he seems to think he is the new Alesia.
you can - should be the "Heel" command...something like that.
works for me, but i HAVE heard it hasnt been happening with some people

CDittric77

CDittric77

Frost Gate Guardian

Join Date: Jan 2007

A Famous Small Town in PA

Saints of Avalon

R/Mo

The pet commands need a little refinement, as does the delay between skill activation and completion. That bothers me most about pet builds, but really it's not that big of a deal if you go pure beastmaster.

Archer_Of_Vulpes

Banned

Join Date: Dec 2006

Clan Vulpes Fire Branch

R/N

Armor = no no

Stables - For sure (next reason is my reason why)

Unique skill - as i posted a long time ago each pet should have 1 skill like brutal mauling but make it do something, most of them were along the lines of conditions i cant remember them all off the top of my head. this way each pet has special uses so having more than 1 may be useful.

In towns? more lag = nty.

also pet attacks should do like people attack and be used when u use it instead of on their next hit.

AuraofMana

Wilds Pathfinder

Join Date: Jun 2005

Georgia, US

Pet in town would be nice, but lag = fail. Plus, all those other kids would want to show their weapons in town too.

freaky naughty

Krytan Explorer

Join Date: Sep 2007

Mo/N

I agree with Tyla on everything except that we should be able to flag our pets that would make it a little more controllable.

Nornagest

Nornagest

Ascalonian Squire

Join Date: Sep 2005

Germany

Gemeinschaft der Streiter Innos

R/

Staples (It would really make sense to be able to switch between a dire and a hearty pet) and better control (Flags and attacks being used when activated) would be great.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

1. It seems that Pet models are different than most NPC and playing charater models...
Playing character models are 'constructed', piece by piece, and most NPC are a single model that can 'hold' a weapon and an offhand item.

If you change the pet model to be able to 'hold' and offhand item, you would be able to 'fake' pet armor by making weapons with the shape of Collars and such, and making pets 'hold' them in their necks.

But that would be a hell of a change that would never happen.

After reading many suggestions and answers, I canme to see that the best possible Method to implement 'armor' would be like this:
http://www.guildwarsguru.com/forum/s...php?t=10175943

And that one is hard too.


2. Kennels would be nice, but if they are impossible, they could be 'fake' like this:
a) Being able to unlock some of them and choose them in PvP for PvP characters.
b) Being able to 'trade' pets with your 25 heroes in PvE to use them as Pet storage.

And those are hard too...

3. Not going to happen. Remember that there are a limit of 20 miniatures for something. Pets would be in that limit. And since miniatures are harder to get than pets, miniatures would have preference in that limit. On top of that, I bet how they pet system works makes impossible to bring pets into towns, since there are no tamers in outposts.

4. There are already hostility/friendly options for pets... usually monsters kill them when they see them... but they are neutral towards the players... I think Melandru has something to do with that.

5. I think it would be cool if you could set one Pet Attack for the pet. It would have a tiny slot, you would be able to drag a Pet Attack type skill there form the hero panel, and an Attack Skill type version of the pet attack skill would appear in that slot.

The higher your best mastery, the higher the chances of the pet using the pet attack on its own. Of course, with 0 beast mastery that would never happen, XD.
So it would be like partially 'recovering' the Charm Animal slot, if you make the chances low enough... like... 1% per each rank of beast mastery every time the pet attacks... so 16% of the pet using the attack every time it attacks with beast mastery 16. It would be a bit like the Bear's Brutal Mauling, but more unusual. 16% every 2 seconds it's not too much.