Proposed change to horse calling.

SeñorCinco
SeñorCinco
✭✭✭✭
Your horse is not summoned to appear from thin air at your location, as if it was called forth from the depths of Oblivion. I would hope they alter this calling to extend the animation of to the animal to run around a corner or at least run away form the character at dismount before vanishing.

By the same token, when called, it should have a short return animation in lieu of magically appearing at your side.

Would you support this type of action or be utterly devastated if it came to pass?

I tried to make a poll, but alas, we can't here and there is no other place to put this as we don't have a friggin General Discussion Forum.
Words contained in posts, at which point I stop reading and will not respond...
Toon / Mana / WoW or any acronym following "In ___" /
Pets (when referring to summoned Daedra) / Any verbiage to express slang (ie, ending in uz,az,..) / Soul Stone
... to be continued.

Now, get off my lawn.

  • Keiffo
    Keiffo
    ✭✭✭
    I don't have any issues with how the horse is currently summoned. There are too many bigger issues ZOS is working on to expect an update to this any time soon.

    I would like to see future mounts such as a flying horse, fly down from the sky when you call it. A flying griffin mount, something along those lines. Maybe even a nightmarish mount crawling out of the ground.
  • SeñorCinco
    SeñorCinco
    ✭✭✭✭
    Keiffo wrote: »
    I don't have any issues with how the horse is currently summoned. There are too many bigger issues ZOS is working on to expect an update to this any time soon.
    This is probably the most expected response form 90% of those that choose to do so. I would say to those that this is not a demand to be implemented by nightfall. It's just... a discussion for thought to be added to the other thousand ideas that everyone has.
    I would like to see future mounts such as a flying horse, fly down from the sky when you call it. A flying griffin mount, something along those lines. Maybe even a nightmarish mount crawling out of the ground.
    At least you took the time to express an alternate suggestion. I could see a flying mount on arrival and departure form mount and dismount, but I doubt they implement a flying mount. It would be interesting, nonetheless.
    Words contained in posts, at which point I stop reading and will not respond...
    Toon / Mana / WoW or any acronym following "In ___" /
    Pets (when referring to summoned Daedra) / Any verbiage to express slang (ie, ending in uz,az,..) / Soul Stone
    ... to be continued.

    Now, get off my lawn.

  • bkpiazzab14_ESO
    I feel like my toon should have a mount animation similar to how it is in neverwinter. The mount charges up and you jump on. It'd also be kewl if we could mount our pets, or we could have flying mounts like in WoW. Az someone who loves mount animation I think uz may be on to something.
  • cromica81_ESO
    cromica81_ESO
    ✭✭✭
    The faster I can get on and off my horse the better.

    No flying mounts ever.
    Edited by cromica81_ESO on May 2, 2014 5:31PM
  • Vuron
    Vuron
    ✭✭✭✭✭
    This change would be horrible for me. I cast retreating maneuver, call my horse and jump on as fast as I can, sprint until my retreating is down. Repeat every 20 seconds.
  • SeñorCinco
    SeñorCinco
    ✭✭✭✭
    Vuron wrote: »
    This change would be horrible for me. I cast retreating maneuver, call my horse and jump on as fast as I can, sprint until my retreating is down. Repeat every 20 seconds.
    That is interesting. I am not familiar with this type of spell or ability. No doubt due to my highest level character being 20 and yet to venture beyond the third area. Can you elaborate more?
    Words contained in posts, at which point I stop reading and will not respond...
    Toon / Mana / WoW or any acronym following "In ___" /
    Pets (when referring to summoned Daedra) / Any verbiage to express slang (ie, ending in uz,az,..) / Soul Stone
    ... to be continued.

    Now, get off my lawn.

  • Coggage
    Coggage
    ✭✭✭✭
    Would you support this type of action...
    No. It's matter so far beyond trivial and unimportant I'd rather they didn't waste their time even considering this, never mind actually implementing it.
  • Tarwin
    Tarwin
    ✭✭✭
    Your horse is not summoned to appear from thin air at your location, as if it was called forth from the depths of Oblivion. I would hope they alter this calling to extend the animation of to the animal to run around a corner or at least run away form the character at dismount before vanishing.

    By the same token, when called, it should have a short return animation in lieu of magically appearing at your side.

    Would you support this type of action or be utterly devastated if it came to pass?

    I tried to make a poll, but alas, we can't here and there is no other place to put this as we don't have a friggin General Discussion Forum.

    Ok, we have some people complaining about wayshrines too far away from City Hub's and the run to city centre is driving them nuts as a waste of time

    I dread to think what extra mount, dismount animations would do them


  • doug73064
    doug73064
    How about we mount the horse from the other side to start.. :)
  • SeñorCinco
    SeñorCinco
    ✭✭✭✭
    Coggage wrote: »
    No. It's matter so far beyond trivial and unimportant I'd rather they didn't waste their time even considering this, never mind actually implementing it.
    Yet they continue to change animations and propose to add dyes. While your opinion falls within the 90% I mentioned earlier, it is valid nonetheless.


    Ok, we have some people complaining about wayshrines too far away from City Hub's and the run to city centre is driving them nuts as a waste of time

    I dread to think what extra mount, dismount animations would do them
    I'm incline to agree. Maybe things of this nature can be offered as an option and with that freedom of choice, will allow for other similar addendums in some distant future.

    I would also note that if one of my characters are not magically incline, they don't use Wayshrines, anyway. It is this type of detail that interests me and support my type of gameplay and the sparked the notion of the topic.
    Edited by SeñorCinco on May 2, 2014 6:36PM
    Words contained in posts, at which point I stop reading and will not respond...
    Toon / Mana / WoW or any acronym following "In ___" /
    Pets (when referring to summoned Daedra) / Any verbiage to express slang (ie, ending in uz,az,..) / Soul Stone
    ... to be continued.

    Now, get off my lawn.

  • Gix
    Gix
    ✭✭✭✭
    Not agreeing or disagreeing, but I'm thinking of the technical implications of the request.

    You want the entire player population to have the ability to spawn a mob some distance away from the player (assuming a random area) that will have it's own path-finding capabilities to find its player. A mob that may or may not have collision detection. Once that mob touches the player, have that mob lose complete motion control, redirect said controls to the player and become a single game entity.

    Yeah...no.
  • SeñorCinco
    SeñorCinco
    ✭✭✭✭
    Gix wrote: »
    Not agreeing or disagreeing, but I'm thinking of the technical implications of the request.

    You want the entire player population to have the ability to spawn a mob some distance away from the player (assuming a random area) that will have it's own path-finding capabilities to find its player. A mob that may or may not have collision detection. Once that mob touches the player, have that mob lose complete motion control, redirect said controls to the player and become a single game entity.

    Yeah...no.
    After reading that several times... no.

    ... I think.

    Not sure what the "mob" is referring to. I'm guessing you mean where x number of players are gathered and call for their mount at the same time. Thus, dubbing the mounts as a mob. Again, this is my assumption.

    However, the code for an NPC is implemented for them to run up to the player's character and engage dialog for a given quest. This is not a unlike the same thing that would be coded into the mount. Nor unlike any enemy AI that is aggroed to attacking the player or how followers know your location. The games knows where you are.

    As far as collision detection, no player mount in the game has that currently and no reason to change that.

    Now, to address the code to stop and be available for further actions... that's the way the game reacts to the player now. Referring back to the quest givers approaching and enemies engaging. The concept here is nothing new. Just applying the same code to run and trigger associated events.

    I hope this helps, if I understood your inquiry correctly.


    Edited by SeñorCinco on May 2, 2014 8:01PM
    Words contained in posts, at which point I stop reading and will not respond...
    Toon / Mana / WoW or any acronym following "In ___" /
    Pets (when referring to summoned Daedra) / Any verbiage to express slang (ie, ending in uz,az,..) / Soul Stone
    ... to be continued.

    Now, get off my lawn.

  • devolutedub17_ESO
    devolutedub17_ESO
    ✭✭✭
    Only if I can steal someone's horse while it is running towards them.
  • Lalai
    Lalai
    ✭✭✭✭
    This is one of those things that I am indifferent about. I'm sure it'd add some immersion for some players, at the expense of the convenience of others who may not care about immersion. Coming from a personal standpoint, I don't find the mount appearing/disappearing to be immersion breaking, but I also don't use my mount all that often. It's just a unbelievable to me, for a horse to hear a whistle from literally anywhere and come running within seconds as it is for a horse to appear in front of me. The really immersion part would come if you could only summon a horse while at a stable..or had to run back to where you last dismounted, and that I really don't want. It's one of those immersion things I'm willing to sacrifice in order to increase quality of life.

    A small cast bar would likely be an annoyance at first, and then I'd get use to it. I would expect a large complaint thread on the forums though, as people don't generally like convenience deals like that taken away.
    Fisher extraordinaire!
    Send me your worms, crawlers, guts, and insect parts.
    Templar Healer
    Daggerfall Covenant, NA
  • Drew
    Drew
    There's a fine line between immersion/realism and actual game mechanics. You don't ask why heavy-armored guys can swim or where is your inventory physically.
    It's a game, deal with it's conventionalities.

    And yes, it might be necessary for a singleplayer game, but MMO? No, thanks. Waiting a second more for your mount to appear might be deadly to your character, and I can't even imagine how after successfully taken keep a hundred of players summon their mounts, and there is a freaking herd galloping to them.

    P.S. Though "really" summoned mounts from Oblivion would be cool, with flames and lightnings.
    Edited by Drew on May 2, 2014 9:03PM
    "You're smart. Get corprus disease. Get killed by corprus monsters. Get killed by Vistha-Kai. A very good plan. Plunder the dungeon of a 4000-year-old wizard. What could be easier?"
  • Sanspoof
    Sanspoof
    ✭✭✭
    No, I like it the way it is now, nice and fast. Don't like wasting time waiting for an animation to finish that adds nothing to the game other than "immersion".
  • k9mouse
    k9mouse
    ✭✭✭✭✭

    No flying mounts ever.

    NO FLYING MOUNTS EVER!!! KEEP ALL MOUNTS LORE FRIENDLY!!!

    //Can you hear me ZOS?!
  • Gix
    Gix
    ✭✭✭✭
    Gix wrote: »
    Not agreeing or disagreeing, but I'm thinking of the technical implications of the request.

    You want the entire player population to have the ability to spawn a mob some distance away from the player (assuming a random area) that will have it's own path-finding capabilities to find its player. A mob that may or may not have collision detection. Once that mob touches the player, have that mob lose complete motion control, redirect said controls to the player and become a single game entity.

    Yeah...no.
    After reading that several times... no.

    ... I think.

    Not sure what the "mob" is referring to. I'm guessing you mean where x number of players are gathered and call for their mount at the same time. Thus, dubbing the mounts as a mob. Again, this is my assumption.

    However, the code for an NPC is implemented for them to run up to the player's character and engage dialog for a given quest. This is not a unlike the same thing that would be coded into the mount. Nor unlike any enemy AI that is aggroed to attacking the player or how followers know your location. The games knows where you are.

    As far as collision detection, no player mount in the game has that currently and no reason to change that.

    Now, to address the code to stop and be available for further actions... that's the way the game reacts to the player now. Referring back to the quest givers approaching and enemies engaging. The concept here is nothing new. Just applying the same code to run and trigger associated events.

    I hope this helps, if I understood your inquiry correctly.

    A mob is a movable object/entity. Gamers associate that with enemies since... well, they originally were the only movable objects in games.

    My point is that spawning new game objects all the time and have them run around is more intensive on the servers than one might think. It's far less complicated and far less taxing to have the horse simply be part of the player object; you essentially just have to activate the horse graphics and activate the speed buff.

    Quest givers that follow you around are instanced to your client... so, unless you're asking that your horse be instanced locally, it's not as easy as just copy/pasting code.

    Again, I'm not agreeing or disagreeing. I'm just not seeing the technical feasibility of your request.
    Edited by Gix on May 2, 2014 9:39PM
Sign In or Register to comment.