Players don't block interaction with objects in the world. Pets do.Why not pick a different less crowded location when needing to go in towns? What next hid other players?
Um. What specifically is "minor"? I didn't list any examples of mechanics. I did list as an example of a pet that recently annoyed me--the Daedroth proc pet. One had popped up in front of something that I was trying to taunt. No, it didn't directly interfere, but it was distracting and since the Daedroth is larger than the target that I was trying to acquire, it managed to fully cover it. You know, it's nice to be able to see the animation of my Pierce connecting with the target and to get that visual confirmation.What other examples of critical mechanics do they infer with? Because listed one is minor.
Huh??They simply have change color of pet.
Why not pick a different less crowded location when needing to go in towns? What next hid other players?
What other examples of critical mechanics do they infer with? Because listed one is minor. They simply have change color of pet.
Players don't block interaction with objects in the world. Pets do.Why not pick a different less crowded location when needing to go in towns? What next hid other players?Um. What specifically is "minor"? I didn't list any examples of mechanics. I did list as an example of a pet that recently annoyed me--the Daedroth proc pet. One had popped up in front of something that I was trying to taunt. No, it didn't directly interfere, but it was distracting and since the Daedroth is larger than the target that I was trying to acquire, it managed to fully cover it. You know, it's nice to be able to see the animation of my Pierce connecting with the target and to get that visual confirmation.What other examples of critical mechanics do they infer with? Because listed one is minor.
As for mechanics, imagine trying to sidestep a Sinister Bead that you can't see coming because something is obscuring your view of it. Sure, there are already a lot of things that can obscure your view, and removing allied pets will not magically eliminate that problem entirely. But that's not a compelling excuse for not doing something to lessen the problem. Furthermore, most those other things are relatively more important. Some mechanics require you being able to see where other players are. You need to see where enemies are. You need to see where your own pets are. However, you don't need to see where someone else's pets are. They are irrelevant. (And potentially confusing: e.g., is that my pet or someone else's pet that's over there fighting the wrong target?)
The same reasoning applies to the hiding of allied ground effects. Does hiding a group member's elemental blockade remove all the unnecessary visual noise in a fight? No. But it helps. And it makes sense because it's visual information that is usually useless. Was the it a necessary change? No, since we just dealt with seeing allied ground effects for years before that option existed--it's not as if it was game-breaking. But it's undeniably a welcome quality of life improvement.Huh??They simply have change color of pet.
It's very minor interaction issue that happens with body. I would complain about getting it fixed instead. As this also is main reason for combat issues associated with them.

why not just fix this issue ZOSWhy not pick a different less crowded location when needing to go in towns? What next hid other players?
Then you just don't know anything about the issue.
I simply mean, I personally don't like approach in this case. I am sorry I am biased in this matter.
Why not pick a different less crowded location when needing to go in towns? What next hid other players?
What other examples of critical mechanics do they infer with? Because listed one is minor. They simply have change color of pet.
I simply mean, I personally don't like approach in this case. I am sorry I am biased in this matter.