Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

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

  • Daemons_Bane
    Daemons_Bane
    ✭✭✭✭✭
    ✭✭
    BlueRaven wrote: »
    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?

    Quests that involves fighting in town are few.. Pretty sure it won't be a HUGE inconvenience to have to summon after the fight has started.. Also, no suggestion is perfect, but I will still say it's the best I've heard so far
  • NordSwordnBoard
    NordSwordnBoard
    ✭✭✭✭✭
    ✭✭✭
    BlueRaven wrote: »
    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?

    Even new players can defeat quest monsters in towns without pets. Some pets aren't even unlocked yet at low level. Are you suggesting without pets they can't use other class/weapon skills to beat a small minority of the story quests? Like the radius of a duel area, a zone that disables pets and duels near wayshrines and crafting is hardly detrimental.

    The Alinor crafting area disables your mount as you enter. If you couldn't duel or have pets in there, would that be a huge inconvenience? What's worse: One or two players influencing multiple other players' experience? / Re summoning pets and dueling 25m over there instead of here.
    Fear is the Mindkiller
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    BlueRaven wrote: »
    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?

    Quests that involves fighting in town are few.. Pretty sure it won't be a HUGE inconvenience to have to summon after the fight has started.. Also, no suggestion is perfect, but I will still say it's the best I've heard so far

    Few???

    Bleakrock, Auridon, Stonefalls, M Tor, Bankorai, Glenumbra, Stormhaven, The Rift... All of these zones have combat quests within their cities or towns. (And I could go on.)

    So pve players have to live with pvp inspired spell changes as they are balanced the same, BUT pve players get additional burdens placed on them by having their spells act differently depending on if they are in a town or not?

    What is few is the amount of players inconvenienced by other players pets. (And mounts? Really?)

    Also a new player seeing a bear (or even some deadra) trailing after a player in town is a great inspirational “woah” factor that ZOS would be foolish to eliminate. Especially if they can make a “class” sale due to it.
  • Daemons_Bane
    Daemons_Bane
    ✭✭✭✭✭
    ✭✭
    BlueRaven wrote: »
    BlueRaven wrote: »
    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?

    Quests that involves fighting in town are few.. Pretty sure it won't be a HUGE inconvenience to have to summon after the fight has started.. Also, no suggestion is perfect, but I will still say it's the best I've heard so far

    Few???

    Bleakrock, Auridon, Stonefalls, M Tor, Bankorai, Glenumbra, Stormhaven, The Rift... All of these zones have combat quests within their cities or towns. (And I could go on.)

    So pve players have to live with pvp inspired spell changes as they are balanced the same, BUT pve players get additional burdens placed on them by having their spells act differently depending on if they are in a town or not?

    What is few is the amount of players inconvenienced by other players pets. (And mounts? Really?)

    Also a new player seeing a bear (or even some deadra) trailing after a player in town is a great inspirational “woah” factor that ZOS would be foolish to eliminate. Especially if they can make a “class” sale due to it.

    Few, yes.. Count the amount of quests in the game, then see how many involve fighting in a town.. I would imagine that it is not that many.. I have no idea why you want to mix PvP vs PvE into this though
  • josiahva
    josiahva
    ✭✭✭✭✭
    I was tanking a no-death run for vUG last night....got to last boss and the dreaded Daedroth pet spawned in front of me....I was cursing the stupid thing the entire fight. I didn't die to a heavy attack, but it made me perma-block where otherwise I wouldn't have had to....waste of resources.
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭

    BlueRaven wrote: »
    BlueRaven wrote: »
    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?

    Quests that involves fighting in town are few.. Pretty sure it won't be a HUGE inconvenience to have to summon after the fight has started.. Also, no suggestion is perfect, but I will still say it's the best I've heard so far

    Few???

    Bleakrock, Auridon, Stonefalls, M Tor, Bankorai, Glenumbra, Stormhaven, The Rift... All of these zones have combat quests within their cities or towns. (And I could go on.)

    So pve players have to live with pvp inspired spell changes as they are balanced the same, BUT pve players get additional burdens placed on them by having their spells act differently depending on if they are in a town or not?

    What is few is the amount of players inconvenienced by other players pets. (And mounts? Really?)

    Also a new player seeing a bear (or even some deadra) trailing after a player in town is a great inspirational “woah” factor that ZOS would be foolish to eliminate. Especially if they can make a “class” sale due to it.

    Few, yes.. Count the amount of quests in the game, then see how many involve fighting in a town.. I would imagine that it is not that many.. I have no idea why you want to mix PvP vs PvE into this though

    Count the amount of zones that have towns with combat quests in them. It's MOST of them.

    Spells have to behave the same no matter if they are in a PvE or PvP setting. But you are suggesting that the exception should be in towns because you are slightly inconvenienced by other players. But you seem to want to impose a much LARGER and game changing inconvenience on all those other players.

    There are much easier solutions than everything you are suggesting. Not that it matters because this whole conversation is just silly. Wardens, pets, and mounts are on the crown store. ZOS wants to sell them. Thus they are not going to hide something to show off and possibly make a sale to other players, nor make the purchased item (like a bear sidekick) less desirable by hiding it from the very player who purchased it.

    "Don't buy the warden, its dumb, half the time playing it you have to keep summoning the bear. So annoying." Is not something ZOS wants to hear.
Sign In or Register to comment.