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Option to hide other player pets, set procs and other fancy effects

Seaviy
Seaviy
Don't get me wrong, I just recently started playing the game. I am trying doing my best on tanking in dungeons but sometimes I just can't even see the boss or his heavy attack. Constant flashes, procs of monster sets overlapping the entire view and distracting from the boss, pets that constantly block the view of the boss (especially Daedroth, which may be larger than some bosses).
Not to mention the fact that at some point the eyes just get tired of this. It would be great to see such a feature in the game, even for non-combat pets and people in a group.

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Say it all the time. There should be a toggle for the visibility of friendly pets. [snip], but in combat, it is a big issue, especially for tanks in the Maw meta. A while back, they removed a lot of friendly combat animations, but this needs added to the list.

    If a pet is not trying to kill me, or heal the guy trying to kill me, I just don't need to see it.

    [edited for inappropriate content]
    Edited by ZOS_Lunar on August 20, 2020 7:52PM
  • BlueRaven
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    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
  • Seaviy
    Seaviy
    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    The character that the owner of this pet will see it and react to it. Should I somehow react positively from the fact that someone's pet is fighting a random mob, I think not. I just don't care.
    If I really care about this and then you can turn on the function of showing pets back.
  • RefLiberty
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    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    Combat pets should stay on, but there should be an option for non combat pet to go off.

    Daedroth is indeed too big for a combat pet, that was a bad design choice, there could be even 3 up if there are 3 dps with the same monster set, so you can't see anything except Daedroths.
    Not sure how to solve that one tho, it should be remain visible because it is active in combat, but then again it is too big.
    Maybe for design team to change the set proc to some other smaller creature / monster.

  • redspecter23
    redspecter23
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    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.
  • RefLiberty
    RefLiberty
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    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.

    It is not a fair to remove the user with that monster set, cos it is more or less meta set and large number of players are using it.

    Kicking player with Maw of the Infernal set is a bad move.
    This should be reviewed by zos design team.

    Edited by RefLiberty on August 20, 2020 8:07PM
  • redspecter23
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    RefLiberty wrote: »
    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.

    It is not a fair to remove the user with that monster set, cos it is more or less meta set and large number of players are using it.

    Kicking player with Maw of the Infernal set is a bad move.
    This should be reviewed by zos design team.

    Bad move or not, I still do it. If I'm tanking and they don't remove the set, I remove them or leave. It's on ZOS to create sets that don't destroy the ability of tanks to do their job. Daedroth is borderline broken from a visibility standpoint.
  • zvavi
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    Enemies in dungeons/trials are physically not able to attack pets anyway. So it doesn't matter if you see them or not.
  • Jeremy
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    Seaviy wrote: »
    Don't get me wrong, I just recently started playing the game. I am trying doing my best on tanking in dungeons but sometimes I just can't even see the boss or his heavy attack. Constant flashes, procs of monster sets overlapping the entire view and distracting from the boss, pets that constantly block the view of the boss (especially Daedroth, which may be larger than some bosses).
    Not to mention the fact that at some point the eyes just get tired of this. It would be great to see such a feature in the game, even for non-combat pets and people in a group.

    Yeah this is a real problem I've been talking about on here for years.

    Hopefully now that more and more people are using that Infernal Maw set more people will start pointing this out so the developers will take notice. I'm no longer a voice in the wilderness on this.
  • Jeremy
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    RefLiberty wrote: »
    BlueRaven wrote: »
    Hello,

    I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
    Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.

    Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.

    It is not a fair to remove the user with that monster set, cos it is more or less meta set and large number of players are using it.

    Kicking player with Maw of the Infernal set is a bad move.
    This should be reviewed by zos design team.

    Bad move or not, I still do it. If I'm tanking and they don't remove the set, I remove them or leave. It's on ZOS to create sets that don't destroy the ability of tanks to do their job. Daedroth is borderline broken from a visibility standpoint.

    lol, it's tempting I know.

    But I do my best not to blame the player and just deal with it. It's not their fault the developers designed it so poorly. But I can't blame you for leaving.
    Edited by Jeremy on August 20, 2020 8:42PM
  • BlueRaven
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    I tank a lot of dungeons and trials, combat (and non pets) are a non factor in the difficulty. I have tanking sets that actually summon a temp pet as well, should those tanking sets be removed?

    Of all the things to complain about in this game, pets if they are in combat or at crafting stations don't even make the top twenty of the issues I see in ESO. And two of the sorc pets are ranged so how are they issues? The ONLY time I had a pet issue while tanking was when someone dropped a lighting atro right on top of me. And it was done as a joke in trial. Two steps to the left and it solved the los issue.

    Anyway if you are tanking, and the pet (like a bear) is on the same side you are on, you or the dps are probably out of position. So there is much bigger issues at play here, if a pet is in your way.


  • Daemons_Bane
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    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
  • BlueRaven
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    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    Why? To make life worse for your fellow players?

    NPCs have deadra pets all over the place, and players can't?
  • Oreyn_Bearclaw
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    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    That doesnt solve the problem of a trial tank with 8 friendly daedroths on top of them.

    I understand why people don't like them in towns (I personally don't care), but end of the day, its an aesthetic annoyance. The only possible functional impairments are with outfits stations. In PVE trial content, it legitimately increases difficulty, especially for the support players, and it certainly can't help performance to have all that on your screen.
  • BlueRaven
    BlueRaven
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    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    That doesnt solve the problem of a trial tank with 8 friendly daedroths on top of them.

    I understand why people don't like them in towns (I personally don't care), but end of the day, its an aesthetic annoyance. The only possible functional impairments are with outfits stations. In PVE trial content, it legitimately increases difficulty, especially for the support players, and it certainly can't help performance to have all that on your screen.

    You have done trials with eight deadroths???!!!!

    I would love to see that! That would be awesome (and hilarious)!
  • Hapexamendios
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    All pets should be off automatically in cites especially around crafting, vendor and bank areas.
  • Seaviy
    Seaviy
    BlueRaven wrote: »
    I tank a lot of dungeons and trials, combat (and non pets) are a non factor in the difficulty. I have tanking sets that actually summon a temp pet as well, should those tanking sets be removed?

    Of all the things to complain about in this game, pets if they are in combat or at crafting stations don't even make the top twenty of the issues I see in ESO. And two of the sorc pets are ranged so how are they issues? The ONLY time I had a pet issue while tanking was when someone dropped a lighting atro right on top of me. And it was done as a joke in trial. Two steps to the left and it solved the los issue.

    Anyway if you are tanking, and the pet (like a bear) is on the same side you are on, you or the dps are probably out of position. So there is much bigger issues at play here, if a pet is in your way.


    To be honest, I don't really understand what position you are defending. If you like to adjust your position in dungeon/trial relative to other players pets, then that's ok. You can leave everything as it is and not enable this option. I am not suggesting to hide them for everyone and forever. And as an option for the player personally.
    I love the dungeons in this game and can do 10+ per day for sets run, but from all these effects and annoying pets I'm getting tired and annoyed.
    Edited by Seaviy on August 21, 2020 12:17AM
  • Oreyn_Bearclaw
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    BlueRaven wrote: »
    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    That doesnt solve the problem of a trial tank with 8 friendly daedroths on top of them.

    I understand why people don't like them in towns (I personally don't care), but end of the day, its an aesthetic annoyance. The only possible functional impairments are with outfits stations. In PVE trial content, it legitimately increases difficulty, especially for the support players, and it certainly can't help performance to have all that on your screen.

    You have done trials with eight deadroths???!!!!

    I would love to see that! That would be awesome (and hilarious)!

    Maw is the meta monster set these days for most magic DPS specs. I have absolutely been in raids where every single DPS was wearing it in the last month or two. Throw in half a dozen sorc pets, and it is total chaos. It is funny for about 5 minutes. I have seen tanks lose their you know what. haha
  • BlueRaven
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    Seaviy wrote: »
    BlueRaven wrote: »
    I tank a lot of dungeons and trials, combat (and non pets) are a non factor in the difficulty. I have tanking sets that actually summon a temp pet as well, should those tanking sets be removed?

    Of all the things to complain about in this game, pets if they are in combat or at crafting stations don't even make the top twenty of the issues I see in ESO. And two of the sorc pets are ranged so how are they issues? The ONLY time I had a pet issue while tanking was when someone dropped a lighting atro right on top of me. And it was done as a joke in trial. Two steps to the left and it solved the los issue.

    Anyway if you are tanking, and the pet (like a bear) is on the same side you are on, you or the dps are probably out of position. So there is much bigger issues at play here, if a pet is in your way.


    To be honest, I don't really understand what position you are defending. If you like to adjust your position in dungeon/trial relative to other players pets, then that's ok. You can leave everything as it is and not enable this option. I am not suggesting to hide them for everyone and forever. And as an option for the player personally.
    I love the dungeons in this game and can do 10+ per day for sets run, but from all these effects and annoying pets I'm getting tired and annoyed.

    I am just stating in all my years of tanking, other peoples pets have never been a problem. In fact I enjoy the epic-ness of it. Actually I wish all classes had some sort of continual pet.

    In WOW tons of classes had pets and they were never an issue (beyond turning taunt off). In ESO only two classes have permanent pets, and they are still a non issue to me.

    I love the epic fights. The arguments here seem to be to make the fights less visually interesting. I don't want that.

    Finally, turning off pets, as a tank, is a bad idea. I want to know exactly what is happening. If I don't have to worry about a mob, as it's beating on a bear, that is something I want to know about. If someone drops a storm attro in a bad position, I want to move what I am fighting so it is in range.

    I just don't want the developers to put time in to something that is not worth it. An option to turn off pets in combat? Just useless time that could have been spent fixing other things.
  • BlueRaven
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    All pets should be off automatically in cites especially around crafting, vendor and bank areas.

    They will never do this.

    New players seeing another player with the bear is a great advertisement for buying that class. And seeing people with deadric pets also creates visual interest and excitement for new players.
    Edited by BlueRaven on August 21, 2020 1:44AM
  • Rudrani
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    Just YES!

    Combat pets should be translucent or somehow less intrusive and more distinguishable from enemies. This includes sorc ults (Tired of wasting three attacks on a sorc ult at Lokestiiz) XD
  • Rudrani
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    They could better accomplish what BlueRaven wants by having a special aoe identifier that shows the location of AoE dropped by allies.

    And the person talking about "visually interestng" - yo... ESO is like a damn fireworks factory on fire. It's so "visually interesting" that I cant tell wtf is really going on XD
  • Rudrani
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    Also, while you are at it - give an option to increate the thickness of lines for heavy and channeled attack. I need to be able to see that stf through all the "interesting"
  • BlueRaven
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    Rudrani wrote: »
    They could better accomplish what BlueRaven wants by having a special aoe identifier that shows the location of AoE dropped by allies.

    And the person talking about "visually interestng" - yo... ESO is like a damn fireworks factory on fire. It's so "visually interesting" that I cant tell wtf is really going on XD

    Yeah, disco floor fighting. Thats what I want in an ES title.

    A fight where I am looking down all the time with the graphics set to minimum.

    ultima4-FMTOWNS-15.png
    Edited by BlueRaven on August 21, 2020 2:21AM
  • LashanW
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    BlueRaven wrote: »
    I am just stating in all my years of tanking, other peoples pets have never been a problem. In fact I enjoy the epic-ness of it. Actually I wish all classes had some sort of continual pet.
    Most combat pets aren't a problem for tanking. But now there is something different from all your years of tanking. Maw of Infernal set is now meta.

    Daedroth from Maw of Infernal set is a problem for tanks for two reasons.
    1. Currently it is highest single target dps monster set for mag DDs. So most mag DDs use it now.
    2. It always seem to spawn in direct line of sight of the enemy (spawns where enemy is facing, which is on top of the tank)

    This daedroth is not targetable, so enemies can't attack it. And it will chase enemies and attack them if they are not in its melee range. There is nothing for a tank to gain by seeing this big boi. So I agree with OP, there should be an option to hide proc set pets like this one in pve.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
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    DLC Dungeon Trifectas
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  • BlueRaven
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    LashanW wrote: »
    BlueRaven wrote: »
    I am just stating in all my years of tanking, other peoples pets have never been a problem. In fact I enjoy the epic-ness of it. Actually I wish all classes had some sort of continual pet.
    Most combat pets aren't a problem for tanking. But now there is something different from all your years of tanking. Maw of Infernal set is now meta.

    Daedroth from Maw of Infernal set is a problem for tanks for two reasons.
    1. Currently it is highest single target dps monster set for mag DDs. So most mag DDs use it now.
    2. It always seem to spawn in direct line of sight of the enemy (spawns where enemy is facing, which is on top of the tank)

    This daedroth is not targetable, so enemies can't attack it. And it will chase enemies and attack them if they are not in its melee range. There is nothing for a tank to gain by seeing this big boi. So I agree with OP, there should be an option to hide proc set pets like this one in pve.

    Maybe just asking for a fix where it attacks then? Maybe it should be made to always attack the back? Seems like a simpler "fix" then what everyone else is suggesting.
  • Daemons_Bane
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    BlueRaven wrote: »
    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    Why? To make life worse for your fellow players?

    NPCs have deadra pets all over the place, and players can't?

    How does it make life worse for you.? Yes, npcs have pets, but they are placed so that they don't interfere.. If players had the skills/respect to do that, we would not discuss this problem
  • Coatmagic
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    Been saying since start. Option to hide others stuff should have been an option from the beginning. Trying to see anything in a darker zone with multiple people is just annoying AF and don't get me started about giant crap in my face trying to tank.
    Our inability to toggle pets/mount/effects is a huge design flaw :(
  • BlueRaven
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    BlueRaven wrote: »
    The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat

    Why? To make life worse for your fellow players?

    NPCs have deadra pets all over the place, and players can't?

    How does it make life worse for you.? Yes, npcs have pets, but they are placed so that they don't interfere.. If players had the skills/respect to do that, we would not discuss this problem

    You do know there are quests that involve combat inside of towns and cities, right? They have to wait until an npc is beating on them before they can start summing pets? So they would have to resummon pets every time they go to a new mob to fight?
  • BlueRaven
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    Coatmagic wrote: »
    Been saying since start. Option to hide others stuff should have been an option from the beginning. Trying to see anything in a darker zone with multiple people is just annoying AF and don't get me started about giant crap in my face trying to tank.
    Our inability to toggle pets/mount/effects is a huge design flaw :(

    So mounts are a problem now?
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