Unique pet inventory

dreadit

Dalayan Beginner
I would love to see unique pet inventories.

You would be able to access it by a cmd, like /cmd pet inventory fire, /cmd pet inventory water ect…

This inventory would be unique to each pet fire/water/skeletons ect.. But it won’t be unique for same pet of different levels.

If I open my fire pets inventory I’ll be able to add armor (slots/type you all can decide) But even I logged out of the game these slots stay unchanged and if I get spell upgrade but still fire pet he keeps the same inventory.

In addition, you will be able to see your pets HP/mana AC and other stats changed by the armor so you can see what works best for you or the situation. If you want to get really really crazy you could also add graphic just like you can see weapons :)


Some of the problems I see is people trying to loot the best endgame armor to give to there pets since they wont be lost, but this can be addressed by not allowing pets to get normal gear and add a tag to specific items with pet only.

Adding new Pet only items and quest for people to seek them out. This will add a new and very unique game feature. Items can range from lvls 20s-to 65 raid pet only items people can seek.

You could even add have player made weapons and armor tagged for Pet only


Of course I don’t program so I have no clue how complex adding this will be and I can understand if this is no where near possible.
;)
 
This sounds like a lot of work to me, from wich only pet classes will benefit. Also, as of now, you can equip your pet with gear, and it will keep it till it dies.

Also, there are pet only items in game allready, you just have to find them...
 
I think it's a really neat idea in theory (I'd love to see mage summoned pet armor put back in game), but I'm pretty sure ideas like this being implemented have been dismissed due to client limitations.

edit: oic I read it wrong the first time... I was thinking you wanted a pet window not things listed via another /cm type command.
 
Nwaij said:
This sounds like a lot of work to me, from wich only pet classes will benefit. Also, as of now, you can equip your pet with gear, and it will keep it till it dies.

Also, there are pet only items in game allready, you just have to find them...

it keeps it even if u log off?, is there way to see what stats change from the pet like AC? And the pet only items in game are drop able? Or do you mean the summon weapon spells?
 
JayelleNephilim said:
I think it's a really neat idea in theory (I'd love to see mage summoned pet armor put back in game), but I'm pretty sure ideas like this being implemented have been dismissed due to client limitations.

edit: oic I read it wrong the first time... I was thinking you wanted a pet window not things listed via another /cm type command.

I thought I read it some where that pet armor is out of game, and wont be put back in. I remember summoning Bag full or armor and giving it to my pet everyday when I log in. Not sure if it helped much or not but it was a habit ;)

It was also fun giving the armor to newbie players and watching them run around in a full suit of red armor.
 
dreadit said:
it keeps it even if u log off?, is there way to see what stats change from the pet like AC? And the pet only items in game are drop able? Or do you mean the summon weapon spells?

Yes, they keep items even if you log off, but no, there is no way to see what stats change. Besides the mage summoned weapons, there are no "pet only" items per se in game. Although, there are items that are droppable that are best suited for pets (ie: the procing weapons from Rust Factory). Also, pets will not accept no drop items.
 
JayelleNephilim said:
Besides the mage summoned weapons, there are no "pet only" items per se in game.
There are several race: None Class: None items in game. If these are not pet only, then I dunno for what else they are good for.
 
I'm pretty sure the items I have in mind are pet only by design (trash drops in Emberflow and Rust, to be more specific)
 
You could give pet classes a pet-only version of Jayla's Insight. That'd at least give some insight into what armor and stuff does to your pet.
 
Llanoldar Lluindar said:
You could give pet classes a pet-only version of Jayla's Insight. That'd at least give some insight into what armor and stuff does to your pet.
Or just ask a bard?
 
if a /cm stuff which does a Jayl's insight on your pet would work that 'd be awesome.
Or just a few things to /pet report ?
 
Pets already have inventory and you can give them gear, so it seems to me that all you really want is make your pet gear survive from one pet to the next. Why make life complicated by implementing new commands and character storage (for pet inventory) and item flags when you can make a minor adjustment to the existing system to achieve the same effect?:

At the moment, when you hand a pet a droppable item it wields it. When you hand the pet a no drop item it hands it back. To achieve the functionality required, simply combine these two pieces of existing functionality i.e. when you give a pet an item, it wields it AND hands it back. Then when you make a new pet, just give it the gear again. That way you can have all the benefits of equipping pets without having to worry about losing all the gear when the pet dies.

Hey presto, all done. No new commands, no additional storage required for characters. It's probably just a couple of extra lines of code somewhere...
 
You have a point Lewoco, I guess am a visual person, and wanted to see the armor in a pet inventory slot. But if they can make it persist through death…. That would be awesome. And for an inventory maybe

/cmd pet list

Txt would show…

Hp 430
Ac 398
Bronze helm
Bronze Legs
Bronze Gloves
Fine steel sword


and the main reason for item flgas would be, if armor/weapons last for ever for every pet, people will try to get the best endgame armor/weapons for pets.



This is all more that can possible every be needed its just since live first came out its alwasy been something I have wanted to see
 
Lewoco said:
Pets already have inventory and you can give them gear, so it seems to me that all you really want is make your pet gear survive from one pet to the next. Why make life complicated by implementing new commands and character storage (for pet inventory) and item flags when you can make a minor adjustment to the existing system to achieve the same effect?:

At the moment, when you hand a pet a droppable item it wields it. When you hand the pet a no drop item it hands it back. To achieve the functionality required, simply combine these two pieces of existing functionality i.e. when you give a pet an item, it wields it AND hands it back. Then when you make a new pet, just give it the gear again. That way you can have all the benefits of equipping pets without having to worry about losing all the gear when the pet dies.

Hey presto, all done. No new commands, no additional storage required for characters. It's probably just a couple of extra lines of code somewhere...

Problem 1: You could take one good droppable item and give it to every pet on a raid or in a group over and over again.
Problem 2: Charmed pets would have to delete their inventories every time charm poofed, or else you'd get duped items.
Problem 3: Many pet equippable items are balanced around their being lost when the pet dies. Every pet weapon would have to be rebalanced, and obviously made less powerful; so you'd really be trading power for convenience.

Fixes/Adjustments?:

1. Make some function like disenchanting where you can turn a regular item into a pet item with zero vendor value. Maybe even add this ability for some raid loots, maybe.
2. Make it not work for charm pets; may not be possible?
3. Make it not work for no rent items. That way pet specific weapons could remain at their current power (you would only be able to reuse them for one session) but other items could be used on a long term basis.

Honestly though I think that a change to the way pet inventories work (in terms of which items can be used and how they are used) isn't really necessary. A way to see more clearly the effect of giving items to pet might be nice but that may create undesired transparency. A simple Jayla's type thing seems like the best option.

Oh and Iaeolan, there's not always a bard around to check your pet everytime you give it a new item. Over and over again.
 
I find the /pet report informative enough.
And afaik bard jayla's only tells you pet statistics based on its level/abilities regardless of buffs/items it's wearing.
 
tinkaa said:
And afaik bard jayla's only tells you pet statistics based on its level/abilities regardless of buffs/items it's wearing

This is not entirely true. It at least takes into account the debuffs cast on the mobs. Our bard (Branardo) assured us it was server side, but after a few tests, it was proven wrong. JI takes into account debuffs.
 
Kelval said:
This is not entirely true. It at least takes into account the debuffs cast on the mobs. Our bard (Branardo) assured us it was server side, but after a few tests, it was proven wrong. JI takes into account debuffs.
Except for resists the jayla's on fully raidbuffed mage relic pet (relic shaman buffs, relic aego, call of the predator, call to battle, talisman of niklothar), comp health/strength 7, all AAs is exactly same as for an unbuffed pet with no pet focus and no AAs.
It's level 58 and has pathetic health and strength :(
 
So it would take into account the debuffs, but not the buffs?

Two examples here, with malosini:

Code:
[Tue Apr 22 08:36:25 2008] You have gained the following insight on a fruit bat: 
[Tue Apr 22 08:36:25 2008] Class: Warrior 
[Tue Apr 22 08:36:25 2008] Level: 1 
[Tue Apr 22 08:36:25 2008] *Physique* 
[Tue Apr 22 08:36:25 2008] Intelligence: Unintelligent 
[Tue Apr 22 08:36:25 2008] Health: Pathetic (1) 
[Tue Apr 22 08:36:25 2008] Mana: Average (5) 
[Tue Apr 22 08:36:25 2008] Strength: Average (5) 
[Tue Apr 22 08:36:25 2008] *Resistances* 
[Tue Apr 22 08:36:25 2008] Magic: Weak (3) 
[Tue Apr 22 08:36:25 2008] Fire: Weak (3) 
[Tue Apr 22 08:36:25 2008] Cold: Weak (3) 
[Tue Apr 22 08:36:25 2008] Poison: Weak (3) 
[Tue Apr 22 08:36:25 2008] Disease: Weak (3) 
[Tue Apr 22 08:36:25 2008] *Known Abilities* 
[Tue Apr 22 08:36:25 2008] Offensive Magic: NO 
[Tue Apr 22 08:36:25 2008] Healing Magic: NO 
[Tue Apr 22 08:36:25 2008] Buffing Magic: NO 
[Tue Apr 22 08:36:25 2008] Innate Magic: NO 
[Tue Apr 22 08:36:25 2008] Stationary: NO 
[Tue Apr 22 08:36:30 2008] Bohort begins to cast a spell.
[Tue Apr 22 08:36:37 2008] You have entered combat... 

---------------------------------------

[Tue Apr 22 08:36:43 2008] You have gained the following insight on a fruit bat: 
[Tue Apr 22 08:36:43 2008] Class: Warrior 
[Tue Apr 22 08:36:43 2008] Level: 1 
[Tue Apr 22 08:36:43 2008] *Physique* 
[Tue Apr 22 08:36:43 2008] Intelligence: Unintelligent 
[Tue Apr 22 08:36:43 2008] Health: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] Mana: Average (5) 
[Tue Apr 22 08:36:43 2008] Strength: Average (5) 
[Tue Apr 22 08:36:43 2008] *Resistances* 
[Tue Apr 22 08:36:43 2008] Magic: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] Fire: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] Cold: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] Poison: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] Disease: Pathetic (1) 
[Tue Apr 22 08:36:43 2008] *Known Abilities* 
[Tue Apr 22 08:36:43 2008] Offensive Magic: NO 
[Tue Apr 22 08:36:43 2008] Healing Magic: NO 
[Tue Apr 22 08:36:43 2008] Buffing Magic: NO 
[Tue Apr 22 08:36:43 2008] Innate Magic: NO 
[Tue Apr 22 08:36:43 2008] Stationary: NO
and
Code:
[Tue Apr 22 08:37:14 2008] You have gained the following insight on a black bear cub: 
[Tue Apr 22 08:37:14 2008] Class: Warrior 
[Tue Apr 22 08:37:14 2008] Level: 2 
[Tue Apr 22 08:37:14 2008] *Physique* 
[Tue Apr 22 08:37:14 2008] Intelligence: Unintelligent 
[Tue Apr 22 08:37:14 2008] Health: Average (5) 
[Tue Apr 22 08:37:14 2008] Mana: Average (5) 
[Tue Apr 22 08:37:14 2008] Strength: Average (5) 
[Tue Apr 22 08:37:14 2008] *Resistances* 
[Tue Apr 22 08:37:14 2008] Magic: Weak (3) 
[Tue Apr 22 08:37:14 2008] Fire: Weak (3) 
[Tue Apr 22 08:37:15 2008] Cold: Weak (3) 
[Tue Apr 22 08:37:15 2008] Poison: Weak (3) 
[Tue Apr 22 08:37:15 2008] Disease: Weak (3) 
[Tue Apr 22 08:37:15 2008] *Known Abilities* 
[Tue Apr 22 08:37:15 2008] Offensive Magic: NO 
[Tue Apr 22 08:37:15 2008] Healing Magic: NO 
[Tue Apr 22 08:37:15 2008] Buffing Magic: NO 
[Tue Apr 22 08:37:15 2008] Innate Magic: NO 
[Tue Apr 22 08:37:15 2008] Stationary: NO 
[Tue Apr 22 08:37:18 2008] Bohort begins to cast a spell.
[Tue Apr 22 08:37:26 2008] You have entered combat... 

---------------------------------

[Tue Apr 22 08:37:35 2008] You have gained the following insight on a black bear cub: 
[Tue Apr 22 08:37:35 2008] Class: Warrior 
[Tue Apr 22 08:37:35 2008] Level: 2 
[Tue Apr 22 08:37:35 2008] *Physique* 
[Tue Apr 22 08:37:35 2008] Intelligence: Unintelligent 
[Tue Apr 22 08:37:35 2008] Health: Average (5) 
[Tue Apr 22 08:37:35 2008] Mana: Average (5) 
[Tue Apr 22 08:37:35 2008] Strength: Average (5) 
[Tue Apr 22 08:37:35 2008] *Resistances* 
[Tue Apr 22 08:37:35 2008] Magic: Pathetic (1) 
[Tue Apr 22 08:37:35 2008] Fire: Pathetic (1) 
[Tue Apr 22 08:37:35 2008] Cold: Pathetic (1) 
[Tue Apr 22 08:37:35 2008] Poison: Pathetic (1) 
[Tue Apr 22 08:37:35 2008] Disease: Pathetic (1) 
[Tue Apr 22 08:37:35 2008] *Known Abilities* 
[Tue Apr 22 08:37:35 2008] Offensive Magic: NO 
[Tue Apr 22 08:37:35 2008] Healing Magic: NO 
[Tue Apr 22 08:37:35 2008] Buffing Magic: NO 
[Tue Apr 22 08:37:35 2008] Innate Magic: NO 
[Tue Apr 22 08:37:35 2008] Stationary: NO 
[Tue Apr 22 08:37:47 2008] a black bear cub has been slain by Bohort!

I didn't think of trying with cripple sorry.

EDIt: actually I'd need a chanter to charm something high enough to be effected with good buffs, otherwise it won't be noticeable.
 
Uh, I said the Jayla's was identical except for the resists. Both resist buffs and debuffs make difference, but other buffs do not (hp buffs, attack buffs, melee stat buffs, etc).

Pets have way under average hitpoints and strength for a npc of their level, so a relatively minor hp or stat buff won't increase their hitpoint/strength rank on Jayla's insight.

Sorry I can't make this more clear, but my English isn't my strong point!
 
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