Billium813 wrote: »I think this system should be expanded to the whole of each city and/or build interiors. Many building interiors are close quarters and staircases that are clogged by the immense number of summons and large pets. It breaks immersion while questing and is annoying seeing bear bums while climbing stairs or seeing twilight wings flapping through walls and clogging corridors
Billium813 wrote: »I think this system should be expanded to the whole of each city and/or build interiors. Many building interiors are close quarters and staircases that are clogged by the immense number of summons and large pets. It breaks immersion while questing and is annoying seeing bear bums while climbing stairs or seeing twilight wings flapping through walls and clogging corridors
The only issue i see here with this request, is that some houses are included in questing and full of enemies. So not able to be in with our fighting pet is not really a good option
Need to be certain that the tag building will be apply correctly
Your own pets will not be hidden if this option is turned on, and if a player whose pets are hidden gets into a duel or combat while near the affected objects, the pets will reappear.
There should be a toggle for each of the aspects of this option!
I may not want to see Flappy Birds and Bear Bums in close quarters, but I may like to see Non-Combat Pets and/or Companions, etc.
Please consider breaking this setting into separate "togglable" options.
The "All or None" of it is too over-reaching!
I just wonder if we are all part of a MMO!!
So we remove combats pets and i totally agree, but then
- we remove little companions
- we remove the companion - assistant
- and we remove mounts too may be for those funny players who dare entering the town on their mount and keep going anywhere with there mounts
no one asking to remove players yet ?
thenappinghamster wrote: »Remove combat pets in non-combat situations is definite YES. Applying the setting to all companions is a NO. But i must be missing something, because when i want my annoying twilight to go away, e.g., i just choose "remove effect" in the character menu and poof no more flap. I guess that's too much to ask of all players 🤭 Anyway, great to be getting this kind of option at last.
At the very least, please extend this to the entire town, as you ALREADY do with companions. Companions are currently automatically suppressed in towns.
Just having it for crafting areas is not enough, as other pain points in town are banks, which often are small areas. I will often port to another town if the bank I enter has several flappers in it. Also annoying are Undaunted enclaves. I was so looking forward to this update when I first read about suppressing pets in towns, as on the final day of the Undaunted event, there were no less than 10 flappers at the Grahtwood enclave.
I just wonder if we are all part of a MMO!!
So we remove combats pets and i totally agree, but then
- we remove little companions
- we remove the companion - assistant
- and we remove mounts too may be for those funny players who dare entering the town on their mount and keep going anywhere with there mounts
no one asking to remove players yet ?
At the very least, please extend this to the entire town, as you ALREADY do with companions. Companions are currently automatically suppressed in towns. So, it would seem the code already exists that would allow us to do the same for combat pets and non-combat pets/assistants.
mbeetley_ESO wrote: »Just want to add my voice to those who think this "option" is pretty much useless as currently configured. Did a test today where I wandered around the Leyawiin crafting area with my pets out and a friend nearby. My pets kept popping in and out of view for my friend as I moved into and out of 'range' of the various stations. That's arguably more distracting than just having them there full-time, or it almost certainly will be on live when there are numerous sorcs and wardens in those areas quite often, so pets will be popping in and out of view constantly. Also, since it's basically just crafting stations and writ boards that appear to be affected, it doesn't help with the clusters of pets around merchants, bankers, quest givers in Undaunted areas, etc.
I'd recommend that you make it like companions where they don't appear in town (as you have named the feature, incidentally), but put a toggle on it. When it comes to dueling, if you accept a duel and have the toggle set to 'hide,' it's on you to be ready for the possibility that pets will pop up. If you plan to duel in town, turn the toggle off so you can see pets. Again, to those inclined to worry about this, the toggle only affects what you see as a player. It doesn't affect what other players see of your stuff unless they have set the toggle to hide.
And as some here have suggested, maybe have separate toggles for combat pets and non-combat pets.
Billium813 wrote: »[
It seems that the way they coded this feature is based on radial distance around specific item locations (like crafting station or quest board). That's the easiest way to implement this feature without really having to do too much work. Granted, this would then automatically apply for things like crafting stations in player homes or future zone development, but it seems rather simplistic of a design. That simplistic design though is going to prevent them from expanding this "hide pets" feature in the way we all want... They can't hide pets everywhere in town because they need 1) a location 2) has to fit into a circle