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Add pet rpg elements

ozm8ey
ozm8ey
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This is my suggestion for pets:

1) Make it so you can train them somehow

2) you have to feed them once a day and after a while they start to grow, so make them start off as babies

3) Make it so they can do damage pve but only a small amount

4) add pet interactions so you can pat, talk, heal, whistle, etc to them

5) trade pets with other players or even sell them at the guild with the stats you earned for them.

Thanks for reading.
  • UltimaJoe777
    UltimaJoe777
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    I disapprove of #3 and perhaps #5. Beyond that, good luck! :)
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Xellos77
    Xellos77
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    I'm conflicted about the suggestion. On one hand it would be kind of cool to have more pet functionality. On the other hand I don't want Pokemon.
    Ebonheart Pact/PS4/NA
  • TheShadowScout
    TheShadowScout
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    ozm8ey wrote: »
    1) Make it so you can train them somehow
    That might be a viable idea, one way or another. A skill line where you can spend skill points for pet-related stuff... as long as having a pet doesn't give an advantage without equal disadvantage.
    Some possibilities might be "finding resources" (if you pay the skill point, its like some extra mini-hireling...), increasing pickpocket chance (trained to act as distraction), giving vendor discount ("I need that stew meat for my poor senche kitten, look, isn't she adorable?"), stuff like that, but nothing that gives combat advantages (like stealth detect) unless there is a skill that needs slotting (like for that example, magelight) - which could be done, have "trained guard pet" and such as slotable skill
    ozm8ey wrote: »
    2) you have to feed them once a day and after a while they start to grow, so make them start off as babies
    Requires more coding... more meshes when you want visual stat differences...
    ozm8ey wrote: »
    3) Make it so they can do damage pve but only a small amount
    That would be really iffy unless any pets were redone as skills like sorceror pets, paying for the combat advantage with a filled ability slot.
    Also, it would mean they need to take damage too. And considering what we're up against, they'd be stomped into paste the first or second fight. And since our pets are not vestiges... or summoned daedra... that would mean permadeath.
    Under those considerations I think most pet owners would be happy that their darling stays out of the fighting...
    ozm8ey wrote: »
    4) add pet interactions so you can pat, talk, heal, whistle, etc to them
    Agreed, that would be nice for any who like pets.
    For that matter, I'd also love to see two-person amins, from hug to poke, in an "X wants to -anim- you, accept/deny" kind of way...
    ozm8ey wrote: »
    5) trade pets with other players or even sell them at the guild with the stats you earned for them.
    ESO the Gathering??? :tongue:
    Considering pets are not items, but crown store unlocks, that idea would require a lot of game core reworking I'd expect... cost way more paid programmer time then it'd be worth, I'd reckon...

    All taken together, it would require a complete reworking of the pet system, changing them from unlocks, to usable, tradeable and upgradable inventory objects. I kinda don't see that happening in any likelyhood...
  • Gidorick
    Gidorick
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    Check out this thread http://forums.elderscrollsonline.com/en/discussion/231976/immersive-battle-pets-concept/p1

    It's suggesting mechanics very similar to what you're asking for.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
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