Erickson9610 wrote: »I'd rather not have to actively use pets to get passive bonuses, because I don't like using them. Maybe the benefit they provide ought to be passive like how the inventory pets don't need to be summoned to give you inventory slots — but at that point, it'd be a game of collecting pets (from the Crown Store and from content) just to get the highest passive bonuses.
I'd actually like to see them incorporated into a Scribing skill (like for Undaunted) which works in a similar way to how Trample uses our mount. That way we could make our pets useful by having them show up during combat to apply some sort of effect.
NoticeMeArkay wrote: »I voted no, but not because I dislike your idea. I actually really like the idea of giving pets unique small effects based on their nature or place of origin.
But the wide, wide, wide majority of pets is distributed by gambling. About 80% of all pets, if not even more, are stuffed inside crown crates. Now, veteran player who've collected a wide arrangement of pets by collecting seals, gems or accidentially lucky draws won't see anything bad about it.
But new players? They'll be faced with a new problem. The question: "Do I want to gamble to increase my chances for X".
And that's where the problem lies. It would give the game yet another excuse to introduce new players to gambling.
And I don't think there'll ever be a moral reason to do that.
Really neat idea, truly. But ruined from the start simply because of where the majority of pets come from.
Erickson9610 wrote: »I'd rather not have to actively use pets to get passive bonuses, because I don't like using them. Maybe the benefit they provide ought to be passive like how the inventory pets don't need to be summoned to give you inventory slots — but at that point, it'd be a game of collecting pets (from the Crown Store and from content) just to get the highest passive bonuses.
I'd actually like to see them incorporated into a Scribing skill (like for Undaunted) which works in a similar way to how Trample uses our mount. That way we could make our pets useful by having them show up during combat to apply some sort of effect.
ESO already suffers from complexity and feature bloat issues.
Adding new functions is complicated because they interact with everything else and include a base of code that needs to be maintained which means someone has to have some level of understanding of it. The more moving parts something has, the more there is that can break. And then fans of those features will naturally have a wish list and may grow restless if it's not updated.
I don't want to be incentivized to walk around with a vanity pet I have never wanted to and have never used as part of a promotion or event. I'm already kind of exhausted by things like antiquities which were fun at first but are now just a chore to dig up.
I think vanity pets do a good job of serving their purpose without causing problems for those who do not prefer them.
SilverIce58 wrote: »I think just having them be able to do something like bring you an item with a % chance of it being a style mat from one of the motifs in the zone you're in, and a % chance of them bringing you like a heavy sack or something minor, would be just fine. That way it gives them functionality, but its not enough to make them necessary.
There's other interactions you can have with pets thats not necessarily involving battle, like petting them, or feeding them, and it plays a little cutscene, but its a "/" command in chat to activate (that way theres not a floating button next to you everywhere like companions)
Next time of 'Would be cool if' : give personalities a bonus ! Assassin get extra crit chance, dancer will make npc throw gold at you, and drunk will periodicaly make you fall and get stuned.
At some point, cosmetics are just that - cosmetics. There is no need to pile up bonus on them. I don't want my houses to generate materials depending on the prevalent type of furniture in there. I don't want my resistance to fire be improved depending on how dark the skin of my character is. I don't want the title I actively wore to give me any bonus.
Let cosmetics be cosmetics. Not everything need to bring a bonus.
NoticeMeArkay wrote: »I voted no, but not because I dislike your idea. I actually really like the idea of giving pets unique small effects based on their nature or place of origin.
But the wide, wide, wide majority of pets is distributed by gambling. About 80% of all pets, if not even more, are stuffed inside crown crates. Now, veteran player who've collected a wide arrangement of pets by collecting seals, gems or accidentially lucky draws won't see anything bad about it.
But new players? They'll be faced with a new problem. The question: "Do I want to gamble to increase my chances for X".
And that's where the problem lies. It would give the game yet another excuse to introduce new players to gambling.
And I don't think there'll ever be a moral reason to do that.
Really neat idea, truly. But ruined from the start simply because of where the majority of pets come from.
darkriketz wrote: »NoticeMeArkay wrote: »I voted no, but not because I dislike your idea. I actually really like the idea of giving pets unique small effects based on their nature or place of origin.
But the wide, wide, wide majority of pets is distributed by gambling. About 80% of all pets, if not even more, are stuffed inside crown crates. Now, veteran player who've collected a wide arrangement of pets by collecting seals, gems or accidentially lucky draws won't see anything bad about it.
But new players? They'll be faced with a new problem. The question: "Do I want to gamble to increase my chances for X".
And that's where the problem lies. It would give the game yet another excuse to introduce new players to gambling.
And I don't think there'll ever be a moral reason to do that.
Really neat idea, truly. But ruined from the start simply because of where the majority of pets come from.
I completely agree.
Let's not make TESO a pay-to-win game, if it's not already one.
I don't think there's anything wrong with cosmetic items just being cosmetic. Do you also think armour motifs/outfits, costumes, personalities, mount skins etc. need to give passive bonuses to stop them being useless? I don't think pets are any different even though they add a new cosmetic item rather than modifying something that already exists, like all the other cosmetics they're serving their purpose just by being there.
I also think this would be a nightmare to try to set up and keep balanced for all the different factors. A lot of people like to make characters based around a theme, or write a backstory for them and design their appearence to reflect their experiences, and that includes their pet/s. I don't think they'd feel very happy if they were pressured to change pets to one with a useful or relevant bonus instead of the one they like.
But also as other people have mentioned a lot of pets are only available from crown crates, others are from promotional events or sold with real-life merchandise, or were part of expansion pre-orders or the old community events which have never been re-run...there's a lot which are difficult or impossible for players to get if they don't already have them so it would not go over well if they give good bonuses, but it would also be a let-down for people who do have them if they're useless.
One way around that is to have a limited number of bonuses (10 for example) and multiple pets which give each one, so everyone has a chance to get all the bonuses. But then they need to be equally divided between not just pets still obtainable in-game and ones from other sources but different types and themes of pets (for example making sure there aren't bonuses only available from dwarven pets, or only flying pets, or only from spiders or whatever) and ones in crown crates vs the store vs promotional events...
It probably could be done, but it would be a lot of work for something most players will probably rarely/never think about and you'll still have people upset that their specific combination of requirements isn't met - like someone who's main character is a lizard-obsessed bosmer Antiquarian and now they're angry that the antiquity lead buff isn't available from a lizard pet that's found in Valenwood and isn't restricted to some old promotional event.
It would also heavily discourage using the randomise feature ZOS added a while ago, because if you need a specific pet for the buff they give the last thing you want is it changing at random.