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Improved Pet System


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#1 ROCKheir

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Posted 12 September 2016 - 10:07 PM

Would like to suggest a new pet system where the pets can function similar to (but not really) homunculi/mercenaries. The pets should be given only one active skill OR one offensive skill OR one debuff skill OR one supportive/passive skill (that actively/passively buffs its owner) but the point is they attack enemies (normal attack should be a given), they have to be fed regularly, but their level, which is the measure of how strong their attacks are, is directly proportional to their masters' so that the issue of "too OP for lowbies and too useless for high level characters" will be addressed. I think it's unique if they have no HP bars at all to strike the difference between a homunculus/mercenary and pet. If "no HP bars" is adopted, then they cannot be attacked or targeted by the enemies; however, they may or may not be made just a little bit weaker than a homun/merc for fairness' sake. The pet's intimacy level should  affect the "effectiveness" of pets. If low intimacy, they wouldn't help in battle at all. The higher the intimacy, the higher the frequency of them delivering blows (and offensive or debuff skills, if they have any) to the enemies as well as the frequency of buffing their masters, if they have non-passive buffs. This new pet system should mean a wider variety in the available pets in the game. Each pet monster should be unique in the kind of additional skill they offer to their master. For example, Smokie pet will grant a passive buff "Perfect Hide" (based on the pet system perks of some p.servers) to it's master if they have the Hide skill while Poring pet automatically loots all loot-able drops without limit (except when when weight capacity limit has been reached) as they go straight to its master's inventory not contained in itself. Poporing pet, on the other hand, will grant it's master with immunity to poison status. These then serve as the three mentioned monsters' respective passive skills and the only other thing they can offer to their masters is their normally attacking their master's enemies depending on their intimacy level. Another example will be Isis casting buffing its master with Magnificat (also based on p.server), Alice casting Heal (also based on p.server, i think), and Deviruchi casting Jupiter Thunder(also based on p.server) to its master's enemies, the level and frequency of all three skills are dependent on the pets' level and intimacy level.

 

What does the community think about this? ^^


Edited by ROCKheir, 14 September 2016 - 09:58 AM.

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#2 ZeroTigress

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Posted 12 September 2016 - 10:55 PM

So basically RO2's monster summoning system, but with a feeding mechanic and linked levels?
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#3 ROCKheir

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Posted 13 September 2016 - 12:09 AM

I know you discussed that RO2 pet system to me before but not sure if I remember all of them correctly, so I guess it's the same as RO2? The only difference (maybe) is that each player can only have one pet at a time and that these pets cannot overwhelm their opponents at all due to the fact that even with loyal intimacy the chances of them attacking or helping their masters is not 100% but maybe only 75%~80% of the time. And that pets will stay with their masters until returned to egg status or they run away for being unfed for a long time.


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#4 ZeroTigress

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Posted 13 September 2016 - 12:24 AM

Yeah, that's pretty close to how RO2's monster summoning system works. The biggest problem with them was people bringing them into PVP, which gives them an advantage over other PVP players. RO2 players often referred to PVP as Pokemon Colosseum for that very reason.
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#5 ROCKheir

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Posted 13 September 2016 - 01:05 AM

So which part of the suggestion do you think is unhealthy? Which parts need tweaking for it to be qualified as a sound proposition? Also, if you can enumerate all of the features of this proposition that is the same with RO2, (maybe along with all the cons of the features?) so we can make the necessary adjustment, I'd appreciate it, really. ^^


Edited by ROCKheir, 13 September 2016 - 01:11 AM.

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#6 ZeroTigress

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Posted 13 September 2016 - 10:17 AM

RO2's monster summoning system works the following ways:
  • Players must collect DNA fragments of a monster and then combine those into DNA strands.
  • Once players have enough DNA strands for a monster, that monster can then be summoned.
  • Each monster has one ability when used through the summoning system: [buff] or [debuff and attack]. The ability can either be single-target or an AoE.
  • Monster abilities can be leveled up by leveling up the monster itself. Leveling up requires more DNA strand synthesis.
  • Summoning cooldown can be reduced by increasing your monster summon collection.
  • Summoned monsters cannot be attacked at all. No way to counter them.
With your proposal, the DNA-collecting to summon monsters is simply replaced with a feeding mechanic. However, the lack of a cooldown will allow players to switch out monsters much more quickly than possible in RO2 (at lowest, RO2 players have a 30-second cooldown between monster summons). This proposal would make the Pokemon-ish issue in RO2 become even more of a problem in RO. The fact remains that allowing the pet to attack makes it a simplified homunculus no matter how you spin it. You're essentially giving every player the ability to get an extra hit which, especially in PVP, can be very advantageous. Having the pet be the same level as you makes that even worse because now you pretty much have an extra copy of you (even with just one ability) going around double-teaming everything. No cooldown means players can switch out pets rapidly to give them a better advantage.

Personally speaking, the current system of having players choose between a passive pet or an active mercenary that have their own levels separate from yours seems pretty balanced to me. Having attack pets be limited to a couple of job classes gives those classes better established roles rather than allowing all classes to have attack pets, which would cheapen them.

But if you really want this proposal to work, I would say take out proportional levels and allow the pets to be attacked as well. This would give others a fighting chance if they're going to be attacked twice (via the character and its pet) by the same player. If the pet gets killed, you'd have to get another one; no reviving pets. This would give it proper risk vs reward since the benefits are too good to not have a downside.

Edited by ZeroTigress, 13 September 2016 - 10:18 AM.

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#7 ROCKheir

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Posted 13 September 2016 - 01:54 PM

Thanks for the info. I see the point of your concern and it's mostly about pvp. So mebbe disabling the pets offensive, debuffing, and supportive capabilities in pvp would be a quick fix? I think having the proportional levels and not having hp bars are a crucial part of this system and should be the striking difference between a homunculus and a pet. Pets then should be taken as an extension of their masters. To address the pet switching issue, how about giving pet eggs heavy weights in a way that will disincentivize having more than one in your inventory or make it so that only one pet egg can be kept in one's inventory at a time (the eggs should have a separate tab in the storage and the tab should be unavailable when using kafra storage cards)? That will remove the need for the cooldowns. I'm not sure about the cheapening part tho since alchemist classes can enjoy having both pets and homuns at the same time while others only have pets, and that the offensive and supportive abilities of pets can never compare to that of homuns since their actions are quite limited, random, inconsistent, intermittent, and cannot be directly controlled.

Edited by ROCKheir, 13 September 2016 - 02:53 PM.

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#8 ZeroTigress

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Posted 13 September 2016 - 02:53 PM

I thought the obvious PVM setback would be less incentive to party up with others. Why play with other players if you have pets that can get the job done?
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#9 ROCKheir

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Posted 13 September 2016 - 03:34 PM

I realized there's a loophole in the inventory part of the suggestion coz merch and sn classes can keep more than one in their carts... hmmm

You do make a point with the less-incentive-to-party issue... I'll see if I can think up of a way to go around these concerns.

Edited by ROCKheir, 13 September 2016 - 03:35 PM.

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#10 ROCKheir

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Posted 16 September 2016 - 05:13 AM

I still have to think about a solution for the cooldown-substitute but I think reducing the chance of a loyal pet to intervene with its master's battle from 75~80% down to 30% with every hit received or landed (or missed) by the master can be a good solution; with cordial only having 20% chance, Neutral 10% chance, and Shy 5% chance. Awkward gives 0% chance for pets to help their masters. 


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