As someone who loves immersion in role playing the purely cosmetic nature of pets tends to make the inclusion of pets feel incomplete.
TL/DR
Pets could be expanded with levels, skills, emotes, and equipment which could allow pets to help us on our adventure, help in combat and take part in player-v-player pet duels across Tamriel.
Topics
- Pet Usefulness
- Additional Pets
- Pet Levels, Attributes & Skills
- Pet Menu & Companionship
- Pet Treats
- Pet Duels
- Pet Equipment
- Crown Store
Pet Usefulness
As of right now, pets are purely cosmetic in their nature. These little creatures that follow us around could offer a greater degree of usefulness on our travels, becoming traveling companions rather than a fashion accessory. While I would initially agree that certain pets should act differently than others, this concept takes into account that there is only one pet that is attainable in-game without crown-store purchase.
If there were more pets available in game I would have suggested there be different classes of pets with different base attributes. As it is now, it is important that all pets be capable of the same skill sets so that a player cannot simply purchase a large or more aggressive pet to trounce those with small, weaker looking pets.
While this makes it so that a person with a pet lizard could have a pet that is stronger and more capable than a person with a large wildcat pet, it is imperative that this concept (and any like it) be kept from becoming a pay-to-win-mechanic.
Pets, as they adventure with players, should earn levels, gain skills, aid in battle and be able to be placed in duels with other player pets. Think of this as a PVP by proxy kind of situation.
Additional Pets
To support this concept, it would behoove ZOS to add a pet-rewarding quest to the starting zone of each faction. These quests could send the player on a short quest to gain the trust/rescue/chase down a mangy homeless pet. This pet would be the player's introduction to the Immersive Pets mechanic of ESO.
A mangy dog, cat, and bantam guar would not be the most visually appealing of pets but they would prevent this mechanic from being considered "pay-to-win" or unfair since all players would have an opportunity to gain a pet from the onset of gameplay. These pets should be just as capable as any of the other pets that are earnable (one) or purchasable.
Pet Levels, Attributes & Skills
When a player receives a pet, that pet is at level 1 and the player should receive one attribute point to distribute. Pet levels require PXP (Pet Experience Points) that the pet earns for successfully performing their skills, and should not be dependent on the interactions of the player.
Each pet should have a total of 20 levels they can attain. After which, the pet should advance to Pet Veteran Rank… lol… sorry. I just had to put that in there for a giggle. No Pet-Vet Ranks. *ahem* Moving on. hehe.
For each level a pet reaches they should receive 1 Attribute point that is used to level an attribute much in the same way attributes of players are handled. Pets should have a total of 3 attributes that can be leveled, each to a maximum of 20.
Pet Attributes
- Health: Increases how much HP a pet has.
- Stamina: Increases how often a pet can perform their skill.
- Obedience: Increases how likely a pet is to follow a command.
Pet Skills, of which there are 9, can be increased with Training Points. There are multiple ways in which ZOS could allot Training Points.
- 1 training points could be granted per level earned.
- Each pet can trainable once per day. This would work similarly to how mount skills are trained, but would be for each individual pet.
Since the total number of Training Points required to increase the skills of pets would increase with the number of pets a player has, and pets would likely be trained cross-characters (pets are shared), using Pet-Shards or something similar wouldn't be an ideal means for players to earn Training Points.
No matter how ZOS handles this, each Pet Skill should be maxed at level 5 with a maximum of 20 Training Points earned per pet. This means that every skill cannot be maxed and players must choose how they want their pet to benefit them.
Pet Skills
Active, slot-able pet skills
- Forage: A pet will gather crafting materials out in the wild. Increasing this skill will increase the radius the pet will travel from the player to forage.
- Fetch: A pet will pull weapons, armor, etc. off of enemies or out of unlocked container. The radius of which is determinate on the Forage Pet Skill. Increasing the Fetch Pet Skill will increase the number of inventory slots the pet has available.
- Attack: A pet will attack enemies if commanded to do so. Increasing this skill will increase the damage a pet will deal.
- Defend: A pet should have the ability to mitigate incoming damage. Increasing this skill will increase the effectiveness of this defense.
- Bully: This ability serves two purposes. In PVE battle it agros the enemy. In PVP battle it lowers the obedience of the opponent pet for one turn and also has a chance to cause the pet to flee. Increasing this skill will increase the effectiveness of the pet’s bully ability.
Passive pet skills
- Dodge: This is the ability of a pet to evade incoming attacks. Dodging would not cause the pet's ability cool down to restart
- Counter: This ability would have the pet retaliate when successfully attacked. Countering would not cause the pet's cool down to restart.
- Vigor: This ability is the chance of the pet's cool down to instantly complete after being attacked.
- Resolve: This ability determines how likely a pet is to flee. The higher the skill, the less likely.
Pet Menu & Companionship
Selecting a pet outside of battle will activate the pet menu. In the menu the player choose to view menus for the Pet’s Attributes, Skills, Inventory, Reward, and Tricks.
- Attributes and Skills menu allows the player to view the attributes and skills, distribute unused points, and slot Pet Skills to their skill bars.
- Pet inventory acts similarly to containers and can only be pulled from and not placed into.
- Pet Rewards are actions such as pet, pat, tussle, and feed treat, etc.
- Tricks are pet emotes such as fetch, beg, lay, roll-over, etc. These can have both pet specific emotes and general emotes.
In and out of Pet Duels pet actions are dependent on payer command. Players must slot pet skills to have them perform the desired skill. This requirement would combat the concern that players who do not use pets would be at a disadvantage when compared to those who use pets. Pets would be considered a skill themselves. A player who wishes to have all pet skills available to them would have to use 5 slots on their skill-bars.
As the pet travels around with the player, they can be commanded to fetch and forage. In and out of battle the likeliness that a pet will perform the skill is dependent on the pet's obedience. A pet with obedience skills maxed and forage skills maxed would be an ideal pet for material gathering… but then that pet would only have 15 skill points to spend in the other 5 pet-skills.
Pets should never agro an enemy into combat with the player and, outside of combat, should be ignored by mobs. This shouldn’t be the case while in combat. When a player is in combat their pet should act according to the player's slotted pet skills. A player who has no pet skills slotted will have their pet ignored by the mob and the pet will not help in combat. How often a pet attempts to perform a skill is dependent on their stamina. The success of the performance of that skill is dependent on their obedience. The lower a pet's health, the more likely the pet is to flee in fear, this likeness can be mitigated by increasing a pet's mettle.
If a pet’s health is depleted, they will be knocked out for the duration of the match and can be healed after the battle. During battle, Pets should be damaged by AOE attacks and benefit from AOE healing. Other than healing a pet with an AOE heal, pets should not be able to be selected while a player is engaged in combat.
You’ll notice… Pets do NOT have magic abilities.
Pet Treats
Adding treats in game would allow players to give their pets a temporary boost to one of their attributes or skills. This concept works similarly to how food works with players. ZOS could add new recipes to the game to introduce these treats. These could be both provisioning treats and alchemic recipes.
Pet Duels
Pet Duels would be a new option on the character menu when a player selects another player, right next to trade.
Upon the duel initiation both players see both pets and their level. At this point both players make a wager. A player can accept wager (to raise their wager to the highest wager), raise (to add to their wager), or decline. If a player declines the wager the match ends and there is no fight.
Once both players have accepted the wager, the battle begins. Both players control their pets at the same time and are given a cooldown that is dependent on the pet’s stamina. Once the cool-down finishes the player can activate one of 4 pet skills. This doesn’t mean a pet will always follow their owners command. The likeliness of a pet executing the command given by their master is dependent on a pet’s obedience rating. If a pet is not obedient, it’s no telling what skill the pet will perform.
The 3 pet commands are
- Attack: The pet will attack the opponent’s pet.
- Defend: The pet will brace and defend the incoming attack. This will reflect some damage back to the attacking pet.
- Bully: The pet will intimidate the opponent’s pet which will decrease that pet’s obedience for the next command and has a chance of resetting the opponent’s cool-down timer.
There IS the possibility of adding a pet-ultimate or pet-finisher but that would mostly be for flair during battle.
Once one of the pet’s health reaches 0, the duel is over and the winner gets the pot. After the battle the pet would need to be brought back to consciousness much in the same way after a regular battle. If a player stores their pet while that pet is knocked out it should remain knocked out if it is activated by another player. Only after a long period of time (a day or so) could a pet regain consciousness on its own.
Pet duels could be illegal in some cities and players who are caught dueling their pets could be subject to wanted levels and bounties.
Pet Equipment
There could also be a mechanic to add pet equipment into the game. Each pet could have one equipment slot that could be filled with various collars. Collars could have positive effects on pet’s attributes or skills. Similar to treats, but the effect would not wear off. ZOS could also include Pet Armor that could be craft-able and could be supported by new motifs. This is entirely dependent on how in-dept ZOS would want to take the pet equipment.
This could very easily work in conjunction with the (hopefully) eventual addition of Jewelry Crafting.
Crown Store
Now for the means by which ZOS makes money on this concept. ZOS could sell any of the following items in the crown store to support and justify this pet mechanic.
- Pets (obviously)
- Different Packs of Pet treats
- Pet Training Scrolls (if pet skill points work as mount skills do)
- Pet costumes (which should be able to be dyed!)
- Pet emotes (which could be general emotes for all pets or pet specific.)
Conclusion
Adding these mechanics to the currently cosmetic only pets would add a layer of uniqueness to each pet and would give players the opportunity to have different pets for different gameplay tasks and pets would be an additional gameplay element of ESO. Players who do not wish partake in Pet Duels or to only use vanity pets do not need to train their pet. A pet with no skill points distributed will not interact with the world, will not attack, bully or defend in battle and will therefore not be damaged in battle. These untrained pets will act in the exact manner that pets do now.
One of the largest flaws I see with this concept is that players will ultimately choose pets for material gathering and will pool all 20 points in Forage and Fetch skills and will have other pets for Pet Duels which have 0 points in both Forage and Fetch. I cannot decide if this is a bad thing or not. It would get players to level multiple pets and use multiple pets which would encourage buying more pets in the crown store. So I don't know if it's actually a flaw or not.
@Khaos_Bane posted an idea for pet arenas and
@Robbmrp had a poll recently on pet arenas so there is some desire for this kind of mechanic in ESO. I do not think capturing pets out in the wild a-la pokemon style would be necessary since all players can get one "free" pet via questing in the core ESO game. It would be nice if ZOS were to add a pet in each faction somehow so players can get their in-game pet prior to reaching level 50 if they are so inclined.
So what are your thoughts of, suggestions for, or additions to this concept?