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 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.
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.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.
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?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.
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.SeñorCinco wrote: »Would you support this type of action...
SeñorCinco wrote: »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.
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.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.
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.gamebouncerb16_ESO wrote: »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
After reading that several times... no.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.
cromica81_ESO wrote: »
No flying mounts ever.
A mob is a movable object/entity. Gamers associate that with enemies since... well, they originally were the only movable objects in games.SeñorCinco wrote: »After reading that several times... no.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.
... 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.