Can pets use NO DROP items?

what items that are no drop could possibly break any balance for anything? the pet is probably going to die in a day
 
There are those 1k AC weapons off yclist that I'd argue to have some impact on how well pets tank. Also it isn't so much about breaking balance as it is about why should we remove the check - even temporarily - that protects players from loosing their hard earned gear to some stupid mistake?

In the end of the day, as you stated yourself, pets being able to use your average piece of NODROP loot propably wouldn't change a lot, while adding in the significant chance of someone screwing up. Simply not worth it.
 
I understand the point that you wouldn't want to accidentally give a pet a no drop weapon. That would be very QQ.

I think the best solution (although probably not worth developing with 2.5 in the "works") would be to add another option to the unbinder to turn no-drop weapon into pet weapons aka no class/race, but not no-drop. You would have to pay some dynamic amount depending on the AC/stats of the weapon. This means that you can't just simply ship a weapon off to your pet, you would have to pay to turn in that T6 rot weapon into a pet weapon. I think the only weapons that still might be an issue would be Yclist trash weapons. Additional consideration might have to be taken for them, maybe just straight up not allowing them to drop from the lootable corpse.
 
wouldnt that require making to versions of every wep to change the classes and tags of the items?

and giving pets 2k more armor is something that needed to be done anyways with the pet hp nerfs, making people be t9 to work for seems like a good pay off.
 
wouldnt that require making to versions of every wep to change the classes and tags of the items?
I don't know but I doubt it. It seems like a poor design (and really annoying) that every time you have to develop a new BoE item you would have to make the unbinded version of it too.
 
That is going to encourage high tier dudes to snipe some low tier raid content just to get weapons and gear for pets... Anything that takes loot away from low tier players is bad.
 
Not mentioning any names, but I've seen people sit out fights to preserve bounty pet weapons. Can only imagine that happening more frequently if pets could get rot raid loot.

With how easily pets and players die, I don't see this being a worthwhile change. Just my opinion, of course.

If it's decided that pets need a boost, I would much prefer that come from improving the pets themselves.
 
There are those 1k AC weapons off yclist that I'd argue to have some impact on how well pets tank. Also it isn't so much about breaking balance as it is about why should we remove the check - even temporarily - that protects players from loosing their hard earned gear to some stupid mistake?
This is sort of the same argument that led to all quest/town NPCs being not attackable, made cliffs impossible to run off, and forcefed players through the "level/race appropriate progression path" in so many later games, only this has a more clear upside than most of that. The total freedom to engage the world however you want is a big part of what made EQ so magical to me. Will people make mistakes? Sure they will, but I would much rather a world where I am *free* to make mistakes than one where everything potentially risky is made impossible and we aren't even allowed to try. It *makes sense* that the weapon or shield or breastplate that none of our raid members want can be put on some dude's summoned undead or elemental warrior.

On top of that, It really doesn't seem like the balance/GM issue you are bringing up would actually be significant. Make it a /cmd that is off by default, and then there is always a confirm window. Its easier to accidentally delete an item than hand it to a pet for multiple reasons. And the balance issue items, totaling maybe 5-10 in the entire game, are easy to fix by adding a level req that pets don't meet.
 
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i wouldnt mind seeing animation pet weapons disappear if pets got static inventories and i could put some rot tank/dps gear on them
Or at the very least recoverable inventory. /cm petinvreclaim. I see no reason I cant tell my pet to give shit back when I can tell it to hold still, attack, follow, or kill itself >.>

If you wanna make it difficult/risky, put a 10 second timer on it like refresh for those players that are trying to get their stuff back before they die.

This also solves your petition problem...
 
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This is sort of the same argument that led to all quest/town NPCs being not attackable, made cliffs impossible to run off, and forcefed players through the "level/race appropriate progression path" in so many later games, only this has a more clear upside than most of that. The total freedom to engage the world however you want is a big part of what made EQ so magical to me. Will people make mistakes? Sure they will, but I would much rather a world where I am *free* to make mistakes than one where everything potentially risky is made impossible and we aren't even allowed to try. It *makes sense* that the weapon or shield or breastplate that none of our raid members want can be put on some dude's summoned undead or elemental warrior.

On top of that, It really doesn't seem like the balance/GM issue you are bringing up would actually be significant. Make it a /cmd that is off by default, and then there is always a confirm window. Its easier to accidentally delete an item than hand it to a pet for multiple reasons. And the balance issue items, totaling maybe 5-10 in the entire game, are easy to fix by adding a level req that pets don't meet.
I'm not sure as of how possible it would be to make a confirm window for that. Knowing our current archaic client, I'd assume not.
I also fail to see how pets being able/unable to use NODROP things would be in any way risky and/or break or not break your immersion. All this does is:

1) allow devs to make use of NODROP things to balance out NPCs (read: yclist trash that laughs at your melee unless disarmed)
2) remove a source of commonly used mishaps (as stated, those petitions happened a LOT in the past).

That is going to encourage high tier dudes to snipe some low tier raid content just to get weapons and gear for pets... Anything that takes loot away from low tier players is bad.
This is also a very good reason NOT to allow nodrop raid loot on pets. Whatever happened to "if you rot about everything off a mob, you start spending your time killing something else" anyways?
 
I'm against a static inventory. Way too unbalanced. Pets are disposable.

As for the NO DROP flag argument, I wish you had chosen a different way to differentiate what pets can and cannot use. Pets and their inventory are disposable anyway. It's cool to have a cool uber pet for a little while. At one point, my air pet had a full set of plate armor from drops. Then I got the next level of pet. Oh well.

RE: Accidentally giving a NO DROP weapon to your pet. SoD is "use at your own risk" and that's why I'm here and not over playing Warcraft or the retail game. I personally think this argument is weak sauce.


I hear your argument for 1000 ac weapons however. That's a cool bit of gameplay. Shame there wasn't a different flag you could use, like class or race.
 
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Should we decide to go towards a system like this, would it be possible to use a prompt similar to the unbinders? You hand an item to the pet - it asks you if you want to give it up (knowing it will be gone), and only if you say yes, will the pet take and equip it. This would also allow a relatively simple means to blacklist an item in the event it was a balance consideration. The pet could simply say I can't use that...
 
static pet inventories would help with pet scaling. i would perfer a set of tier specific gear were put on a few different mobs per tier for pets tho, that would help with teh pets dont scale at all problem that sod has

or a set of clickies that dropped taht worked like mage silk spell from the caster to the pet only.
i made a post about these with examples once.
 
I would like to see a parse of how much better the pet tanks with the 2k ac. Until that is done, you do not have the data to say one way or the other.
 
I'm not sure as of how possible it would be to make a confirm window for that. Knowing our current archaic client, I'd assume not.
I also fail to see how pets being able/unable to use NODROP things would be in any way risky and/or break or not break your immersion. All this does is:

1) allow devs to make use of NODROP things to balance out NPCs (read: yclist trash that laughs at your melee unless disarmed)
2) remove a source of commonly used mishaps (as stated, those petitions happened a LOT in the past).

I already addressed this confirm window thing but since you didnt see it...
Or at the very least recoverable inventory. /cm petinvreclaim. I see no reason I cant tell my pet to give shit back when I can tell it to hold still, attack, follow, or kill itself >.>
I previously pointed out this also curbs your petition/player sadface problem. If a player screws up... just command the gear back...

As for my reference to risk... Thats not really the right word for how i used it. What i meant is that it might be undesirable in staff's eyes to instantly have gear be returned from pets, be it summoned or otherwise. I meant risk in the possibility that the owner might not get it back based on immediate threat of life through the use of a 10-30 second wait timer like /cm refresh utilizes.

Regarding balance... i am with @speakeroo that i want some data to back your argument that a temporary (pets are always temporary) 2k ac increase helps a pet out that much. Because even those 100% deflux proc weapons that also have 1k ac each dont make pets invincible. Pets rarely even seem to die from melee in my experience, AOE or owner faceplants are normally to blame. Also i want to again point out we are talking about 2 items in the game... 1 of which which is far far more powerful and has not changed for 5+ years and can be used by pets...
 
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