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 Post subject: pet changes
PostPosted: Sun Nov 04, 2012 10:11 pm 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
It would be really swell, considering all the changes that have gone on to pets, if there was someway of easily finding out some info about them. I did the quest which allows for the young dragon pets, only to find out that they are no longer rideable. This is all the more sad since that was one of the few flying mounts that a giant could actually use. They were already such crappy pets that that was absolutely all they were good for, and even that's gone now. It'd be nice to have some info listed out so that we wouldn't have to spend money just to see if we can fit our large rears on the dumb animals.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 4:46 am 
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Joined: Wed Sep 12, 2012 8:18 pm
Posts: 137
SK Character: Ruxandra
This happened to me too! There are a whole bunch of pets that could fly that can't now! What's the deal people? Somebody screwed this all up. None of the wyverns can be mounted anymore, which is totally bogus, neither can the young dragon, or the teract and the ghostfire warhorse doesn't float anymore. And then somebody changed the terror bird so it could fly when it shouldn't even be able to! :rant:

Also, I support this idea.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 7:59 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
All of these pet changes were made six or more months ago. There is now a point system for building pets that force hard choices and keep any one pet from being too powerful. For example, if the pet gets fly, then there are other abilities that it may want that can no longer be afforded, such as bash or extra hit points.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 8:02 am 
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Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Dulrik wrote:
All of these pet changes were made six or more months ago. There is now a point system for building pets that force hard choices and keep any one pet from being too powerful. For example, if the pet gets fly, then there are other abilities that it may want that can no longer be afforded, such as bash or extra hit points.



If you got such a tool in administration, why don't you build a skill over it so people can "raise" their own pets? Such customization keep users really interested.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 9:08 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I like Revenger's idea but I've also had good luck interfacting w/imms as far as pets and shops in general goes. A "how to win friends and influence imms" post might be helpful. There's usually 1 around who will revamp a pet for your char's local shop with a minimal RP log & descriptions.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 10:43 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Yea I know about the pet changes, but I haven't played a giant in a way so this is the first time I noticed. Even before the changes, the young white dragon was pretty lousy and the only reason to buy that pet is basically for a giant to have a flying mount. A giant isn't going to need a mount that can knock prone, so if this was added, this provides no real benefit, since no one else has the need for this pet. I personally liked him the old way, and would be quite content if this pet was nothing more than what he used to be: a giant flying mount.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 1:20 pm 
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Joined: Tue May 11, 2004 5:24 am
Posts: 582
Location: Springfield, Missouri
You can't even mount the camels they sell in Nerina :roll:

Yet in the movie Scorpion King they looked like rideable animals.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 2:17 pm 
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Joined: Wed Sep 12, 2012 8:18 pm
Posts: 137
SK Character: Ruxandra
Sounds like someone needs to go around and do some tweaking since these changes have been put in. These pets mentioned here are all useless now, and it doesn't make sense to have camels and "saddled" teracts that you can't ride.

And since the pets are now adjusted based on their abilities that's even more reason to let us see what abilities they have before we buy them. I must have wasted two or three obsidian as a lowbie trying to find a flying mount.


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 Post subject: Re: pet changes
PostPosted: Mon Nov 05, 2012 2:27 pm 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Write a "sign" detailing the pets and what they offer for the rooms you tested it in an e-mail it to the local KD and I imagine they'll be happy to drop it in the room desc. Same for re-doing pets on an individual basis. Be part of the solution etc..


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 Post subject: Re: pet changes
PostPosted: Tue Nov 06, 2012 4:42 am 
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Joined: Wed Sep 12, 2012 8:18 pm
Posts: 137
SK Character: Ruxandra
patrisaurus wrote:
Write a "sign" detailing the pets and what they offer for the rooms you tested it in an e-mail it to the local KD and I imagine they'll be happy to drop it in the room desc. Same for re-doing pets on an individual basis. Be part of the solution etc..


I fiddled with this last night and determined it would be too much of a personal expense right now, as well as time consuming since it would be hard for me to figure out which pets have toughness or berserk without testing them all. I'd still like to see this at every pet shop, because pets are an integral part of the game and when you're a newbie, knowing if your pet bashes or rescues is the difference between life and death.


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