Unique pet inventory

Over on the EQlive mage boards, the mage tower. This has been requested for years. The response from the devs is that it was a coding nightmare. Way to much work invovled ( if it is even possible ) that is better spent on other problems.

I agree it would be neat. But if a whole team of programmers at SoE are not easily able to resolve this issue...
 
If its such a coding nightmare....then how did they manage pet inventory in diablo 2 before eq even came out? honestly with the scripting capability that we have making houses and house inventory a possibility copying the basic scripting over from the housing to a pet wouldnt be hard.

making it persist might be harder but then the pet is tied to the character info just like the house is. also in response to who ever said they werent sure about pet armor affecting pets....on living game they have improved the effect of even basic summoned plate as far as damage mitigation. being that the age of this client is well before these changes i think it might require some scripting to really make pet armor more doable.

ive played a mage on living game and elsewhere on other emulators for almost my entire eq career and i can say that summoning weapons every time i summoned a new pet was always a normal way to go. if i understand what some folks are talking about. making a persistent pet inventory even after pet dies is scary simply due to the amount of pet twinking that could happen. i mean take a basic earth pet. you give him a 20 % haste item...pair of nasty proccing weapons and some really good hp gear and dex jewlery suddenly youve got an extremely overpowered pet that never needs to be re-equipped.

this would be unbalancing to say the least. im all for making pet inventory manageble but would it be neccesary to make all that coding work if it was decided that letting pets keep gear through resummoning was unbalancing. at the very least it seems it would be neccesary to limit the types of equipment or add negative modifiers to the equipment so that it would hinder people spending 20k on a pet on there new twink mage or nec so they can watch pet pet solo reds without needing a heal or caster so much as picking their nose.

anyhow im tired and probably rambling.....hope this might have added some kind of silly insight.
 
How is diablo having a pet inventory in any way relevant.

It's very easy to say that it cant be that hard to do when 1, you arent the one doing it, and 2, don't actually know whats involved in it.

Allow me to shed some silly insight.

#1 a client that resists change. That means the capability of a pet inventory that works like your own is impossible. We dont have the means to change the client in that fashion, which inevitably means were it to be done, it would be a list of /cmd commands, and no GUI.

#2 coding work. the server itself will have to be reworked to allow for a pet inventory 1, and to keep up with and maintain it 2.

#3 database work. Pet inventory has to be stored somewhere, which means more hits on the sql database.

While i can understand the desire to have it done, in reality, its more of a fluff addition to the server that will end up as a hack job since theres not really any other way to do it, and the time spent coding it versus the final product is far better spent elsewhere, for instance, war glory, summoned items disappearing on zone, and boat issues related to the zone server split.

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.

Presto, giving a pet something to use and keeping it is duplicating items. Why is this a good idea?
 
Problem 2: Charmed pets would have to delete their inventories every time charm poofed, or else you'd get duped items.

You cannot loot the items you give to a charmed pet. Any items given to a charmed pet that are equipted by the mob are not on the loot table when the mob is killed. Try and give a mage power weapon to a charmed pet and killing it.
 
in diablo 2 you had henchmen (pets) that had an accesible inventory. im sure that they had just as many concerns about duping items and what not as soe did and wiz does now. with our pets and setting up something similar to the housing script for slots it really wouldnt be that hard to allow access to a pets inventory. the diablo reference was simply to help illustrate a pre existing type of code as well as a precedent within the over all genre.
 
in diablo 2 you had henchmen (pets) that had an accesible inventory. im sure that they had just as many concerns about duping items and what not as soe did and wiz does now. with our pets and setting up something similar to the housing script for slots it really wouldnt be that hard to allow access to a pets inventory. the diablo reference was simply to help illustrate a pre existing type of code as well as a precedent within the over all genre.

You are missing a very basic point here. This isn't Diablo 2.

Were Wiz, or another coder, to begin writing a new game with all original code, there would be very little problem with including a persistent pet inventory. SoD is limited by the build of the client we all use to access it, an outdated version of ****'s EQ client.

That said your comparison to Diablo 2 doen't even make that much sense to me, you lost the items when your merc died or you had to pay out the ass for them, but either way the mechanic doesn't work anything like summoned pets on SoD. It would be more accurate to compare mage/other pets to a Diablo 2 Iron Golem, IMO.
 
They cant just add in a new feature just the way they want it, it has to be within the limits of the client. This means they cant add in new GUI features like the one you are suggesting because a GUI is client side. They can create new features using "/cm" commands because these commands interact with the server and not the actual client.
 
So some /cm commands perhaps that went like this would be doable?


/cm petinv

1 Neck:
2 Shoulder:
3 Back:
4 Primary:
5 Secondary:

etc

and then something like

/cm pettrash 1 to get rid of a slotted item? I'd imagine it would be somewhat similar to the listsold system in essence. Might be a bit too much strain on the server I guess though.
Maybe something like /cm petgimme so that you could actually get your items back if you wished to switch his weapons etc?
 
I certainly wouldn't mind a trash command to remove any weaps off the pet... I frequently run into douches who give my pet 2handed 4gold Staffs for amusement.
 
If its such a coding nightmare....then how did they manage pet inventory in diablo 2 before eq even came out? honestly with the scripting capability that we have making houses and house inventory a possibility copying the basic scripting over from the housing to a pet wouldnt be hard.

Kind of in line with what other people had said... I don't know the structure of how the client was build and really have no interest in checking it out but I do know that some things become nearly impossible to implement if they are not planned for ahead of time. I know you mentioned diablo2 but that is a different game and obviously was planned for ahead of time.

Take a similar scenario with another Blizzard game. WOW... Original game had no flying mounts and the expansion introduced them. I know questions came up asking if the old world would allow the flying mounts and the response was pretty straight forward. The work that would be involved in getting the old world to accept the flying mounts was a huge project and was not worth the time.

In my limited programming knowledge I do know those statements can be very true when you get late in a project and something that seems so minor to change is nearly impossible.
 
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