I'd like to know more about the pet revamp. Please give us a little taste!
Check out this newsletter and make sure you send in your feedback.I'd like to know more about the pet revamp. Please give us a little taste!
The imbuing approach sounds interesting. You can customize a pet for a specific mob.Check out this newsletter and make sure you send in your feedback.
Well, that depends on how the factor abilities into everything. Will armor corruption be a rune beetle unique? Will such a powerful ability count against other potential stats?Greater dragons will be replaced with 5-slot Rune beetles. (armor corruption is too good, but the pet isn't able to tank much yet) =D
Pet Revamp
We are in the process of laying out the particulars for the way pet advancement is going to work with the revamp. As you may have read in previous newsletters and from our meet & greets, you will be able to train pets in a way that will increase the # of control slots they take. The number of advancements a pet can take depends on each pet (You won't be able to take a rabbit from 1->5, but may, for example be able to take a grizzly bear from 1->5). At each advancement there will be an increase in survivability that will increase some combination of the pet's Hit points, Hit point regeneration, and resists.
What we are asking for your help in is determining what method you would prefer to further customize additional attributes (things like mana, defense chance increase, AIs). In this case keep in mind that all pet behavior is controlled by an AI - so the pets won't do anything but a basic melee attack unless there are AIs to direct it otherwise.
There are currently two approaches we can take,
The "Reforging" approach would mimic the reforging system (minus the randomness) in that attribute gains/AIs would be grouped together in that you would select a package of attributes to enhance when a pet was eligible for advancement. For example, when your grizzly bear moved from control slot #1 -> #2, you would be able to select a full defense package that would increase a group of stats consisting of something like defense chance increase and hit lower attack, or you could select a full offense option that would include more offensive attributes like a bleed attack AI and hit physical damage.
@KyronixThe "Imbuing" approach would mimic the imbuing system in that at each advance you would be able to select individual attributes that are weighted and count against a cap for the control slot tier. In our grizzly bear example when you advance from control slot #1 -> #2 you would be able to select from a pool of attributes that would each have an associated weight. For example you may select a "bleed attack" AI weighted at 50 points and a "hit physical" attribute weighted at 100 points to count against a 150 point cap at control slot #2.
The major difference is in how you select the customization as the pet is trained up. Would you prefer a pre-packaged (reforging) approach or a more open selection (imbuing) approach?
We look forward to hearing your feedback regarding both approaches!
Dog form archer tamer with a super beetle. Super dreads and banes are a given.Someone that plays tamers more than I do would probably be able to point out even more problems with the current concept prior to release.... Tamers aren't really my thing.
Interesting ideas. So you want to go beyond the abilities that are on any pet currently in UO. Are you going to allow us to add those abilities to our current pet, if not there are a lot of pets out there that you have just made useless.My comments from the Taming Forum...
First, we need to seperate the ability to level up stats/skills/resist from the ability to add abilities like HCI/DCI/HLD. Otherwise how would you ever add the abilities to a pet that doesn't level up.
Skills: I would recommend skill bands based on slots and to a lesser degree the starting skill. Slot 1 and 2 pets would remain capped at 100. Level 3 would increase cap to 105. Level 4 to 110, and level 5 to 120. Any skill above 120 would come from the natural taming process (GD can go over 120, so can rune beetle poisoning, etc). Addionally the percent of the cap achievable would be scaled by the percent of max skill when tamed. So if your nightmare starts with 92% of max wrestling, you would get 92% of the increased cap (109.2 instead of 110 at level 4). This would make looking for good skill pets at the time of taming relevant. Other skill changes: eliminate the skill loss when ressed by a player with vet. Allow pets to eat SoTs (training magery on pets is a disaster).
Resists: I would change to resist caps based on level unless exceeded by natural resist at taming. Level 1 pets would would bump to 30 in all resists, then add 10 for each level. This would get you to all 70 for a level 5 pets. Any resist over 70 would come from being tamed that way and would add 5 resist per level up (a Cu with 74 physical resist at taming would go to 79 at level 5). This would cap at 90.
Stats: Rebalance starting stats based on slot. Hp would have a 200 hp range per level starting at 0. Mana would have a 100 point range per level starting at 150. Stam would remain capped at 125 unless exceeded at the time of taming. Each level up would add a band (+200 hp and 100 mana per level up). Level 5 pets would cap at 1000hp and 650 mana.
Skills, resists, and stats would not be selectable by the player as they level up, but remain a function of the pet attributes at the time of taming. Finding a good pet to tame would still be important!
I would do abilities via some sort of quest system based on the ability you want to add. (Slay 50 lich lords for a DCI boost, etc) Each quest would add +5 of an ability and a pet would be capped at 5 quests. Maybe I want a 3 slot rune beetle with 25 HLD, or a pair of fire steeds with 25 DCI on one to tank and 25 HCI on the other. If you don't seperate the abilities from the slot increases, you basically hose any pet that you don't want to or can't level up.
Ultimately you would end up with pets whose strength is on par with its slots within a given range with the better pets based on taming level. Those pets would then be customized based on abilities added supplemented by the pets natural abilities.
Finally add some sort of timed effect to provide slayer bonus/vulnerablity. My vote is a seasoned tasty treat made by cooks.
@Kyronix
It is hard to really to pick just one when you are using Crafting Terms as a Pet Revamp.
With Imbuing a pet are we going to be required to obtain certain items to imbue with? What are the Imbuing weights going to be? Are we getting a %100 success rate when we pick what we want?
With the Reforge method are we going to get a tool like a runic and will we have different levels we can pick.
I understand how all the Crafting Methods work and given that I just want to know the limits of what a MAX pet is going to be and will all my current pets become obsolete? Without knowing what is possible then picking a method is really useless.Reading the newsletter it sounds like a pet will naturally reach a level point while training it. He is using reforge and imbuing as examples of modification methods. With reforging you get an attribute from a group, but you cant choose the actual attribute. With imbuing you get to pick the exact attribute you want the pet to have.
Please don't make the gains cost us materials. Its enough of a pain to train up pets. At least for me.
What about 5 slot pets, will they be able to gain?
And will any pet type be able to increase its stats to a maximum level? Or do we still have to start with a high stat pet?
What about rideable pets that take 4 or less slots, will you still be able to mount them when they reach 5 slots?
I think it would be nice to use two nightmares or fire steeds and they combine their killing power equal to a GD. Instead of a five slot nightmare.
Which tamables will be able to be advanced? Should we allow a rat , cat or dog be as strong as a GD?
@Kyronix you opened this pandoras box, We need more detailed info if you want us involed.
The Dev's were the ones who mentioned things like DCI & HLA:Interesting ideas. So you want to go beyond the abilities that are on any pet currently in UO. Are you going to allow us to add those abilities to our current pet, if not there are a lot of pets out there that you have just made useless.
How are you going to balance PvP with your add-ons?
I think the leveling up process should be perm, if you train up a Kit to a level 4 pet, I don't think you should be able to drop it back down to a 3.I couldn't figure out how to use that mail program to send in feedback, so ill post my wishes here.
Imbuing method all the way. BUT - nothing permanent. Let us swap abilities/properties in and out. Again, nothing permanent.
I just reread the link in post #5 and if they do all that then HELL NO TO ANY PET REVAMP because I might as well just release all my pets. Lets take a 1 slot horse and make it one ass kicking super Dread/GD/Rune 5 slot rideable pet, no ty. I can see the PvPers SCREAM when this hits and all the current Tamers. Do not add anything that does not currently exists on pets or the PvP Balance and current pets will just be ****.The Dev's were the ones who mentioned things like DCI & HLA:
From the newsletter "For example, when your grizzly bear moved from control slot #1 -> #2, you would be able to select a full defense package that would increase a group of stats consisting of something like defense chance increase and hit lower attack, or you could select a full offense option that would include more offensive attributes like a bleed attack AI and hit physical damage"....
I think those attributes should be separated from the leveling up process... what if I want my Rune Beetle as a level 3, but want to give it some HCI? What about a GD or Turtle that can't be leveled up?
I'm not seeing why you think the pets we already have will be useless. But, the devs will have to decide if a fully trained pet will be able to upgrade immediately when the system goes live. Maybe a fully trained pet will be able to upgrade as soon as it goes live and we can determine which pets we want to keep. I have a stable full of oddball pets that are only bank sitters, it would be nice to use some of them.I just reread the link in post #5 and if they do all that then HELL NO TO ANY PET REVAMP because I might as well just release all my pets. Lets take a 1 slot horse and make it one ass kicking super Dread/GD/Rune 5 slot rideable pet, no ty. I can see the PvPers SCREAM when this hits and all the current Tamers. Do not add anything that does not currently exists on pets or the PvP Balance and current pets will just be ****.
Hehe, no one would do more damage with moving shot if they dropped tactics, doesn't matter what the resistance of the target is... also, the "onlsaught" mechanic that hiryu's use to drop physical resist doesn't effect the resistance cap, so people are essentially immune to it already because of well over 100% in all resistances is extremely easy to do without trying.Dog form archer tamer with a super beetle. Super dreads and banes are a given.
Here's a new one. Hiyru lowers physical and with moving shot changed to all physical it's going to be rough.
Imagine the templates if they give in and take away the tactics requirements.
Move along. Already need taming and lore. Your swordsman has Imbuing, tailoring, and smith? Really...New Skill ... animal training.
Players should not be able to train pets in this way ... a swordsman cant imbue his weapons or armour without the correct skill (ie imbuing). Why should a tamer be able to do it for free.
I never said he did. My point is to imbue his weapons he would need it. Animal Training should be required to train an animal especially as it is already being likened to imbuing, but you want it for free.Move along. Already need taming and lore. Your swordsman has Imbuing, tailoring, and smith? Really...
Great post. Never really bothered playing a tamer and I found this entirely helpful. I would like to see you part of the generic discussions with the devs. It seems you could help balance it for the most part.My comments from the Taming Forum...
First, we need to seperate the ability to level up stats/skills/resist from the ability to add abilities like HCI/DCI/HLD. Otherwise how would you ever add the abilities to a pet that doesn't level up.
Skills: I would recommend skill bands based on slots and to a lesser degree the starting skill. Slot 1 and 2 pets would remain capped at 100. Level 3 would increase cap to 105. Level 4 to 110, and level 5 to 120. Any skill above 120 would come from the natural taming process (GD can go over 120, so can rune beetle poisoning, etc). Addionally the percent of the cap achievable would be scaled by the percent of max skill when tamed. So if your nightmare starts with 92% of max wrestling, you would get 92% of the increased cap (109.2 instead of 110 at level 4). This would make looking for good skill pets at the time of taming relevant. Other skill changes: eliminate the skill loss when ressed by a player with vet. Allow pets to eat SoTs (training magery on pets is a disaster).
Resists: I would change to resist caps based on level unless exceeded by natural resist at taming. Level 1 pets would would bump to 30 in all resists, then add 10 for each level. This would get you to all 70 for a level 5 pets. Any resist over 70 would come from being tamed that way and would add 5 resist per level up (a Cu with 74 physical resist at taming would go to 79 at level 5). This would cap at 90.
Stats: Rebalance starting stats based on slot. Hp would have a 200 hp range per level starting at 0. Mana would have a 100 point range per level starting at 150. Stam would remain capped at 125 unless exceeded at the time of taming. Each level up would add a band (+200 hp and 100 mana per level up). Level 5 pets would cap at 1000hp and 650 mana.
Skills, resists, and stats would not be selectable by the player as they level up, but remain a function of the pet attributes at the time of taming. Finding a good pet to tame would still be important!
I would do abilities via some sort of quest system based on the ability you want to add. (Slay 50 lich lords for a DCI boost, etc) Each quest would add +5 of an ability and a pet would be capped at 5 quests. Maybe I want a 3 slot rune beetle with 25 HLD, or a pair of fire steeds with 25 DCI on one to tank and 25 HCI on the other. If you don't seperate the abilities from the slot increases, you basically hose any pet that you don't want to or can't level up.
Ultimately you would end up with pets whose strength is on par with its slots within a given range with the better pets based on taming level. Those pets would then be customized based on abilities added supplemented by the pets natural abilities.
Finally add some sort of timed effect to provide slayer bonus/vulnerablity. My vote is a seasoned tasty treat made by cooks.
I mean if they remove tactics you'll have people basically with archery only for discounts and mortals while having revamped pets and other offensive skills as well.Hehe, no one would do more damage with moving shot if they dropped tactics, doesn't matter what the resistance of the target is... also, the "onlsaught" mechanic that hiryu's use to drop physical resist doesn't effect the resistance cap, so people are essentially immune to it already because of well over 100% in all resistances is extremely easy to do without trying.
couple that with the randomness of the lower resistance going off it's not something the player has much control over. which is another big reason people won't bother with it.
All my pets are fully trained and will not get all these BS BONUSES. You are ASSUMING we will get upgrades. When have they ever upgraded old pets when they change them for the good, NEVER but they will sure throw the derf stick at them in a heart beat. Seriously why are they even thinking about adding all this stuff to pets, IMHO it is stupid and I can't wait till the PvPers figure this all out. Tamers will rule PvP and PvM.I'm not seeing why you think the pets we already have will be useless. But, the devs will have to decide if a fully trained pet will be able to upgrade immediately when the system goes live. Maybe a fully trained pet will be able to upgrade as soon as it goes live and we can determine which pets we want to keep. I have a stable full of oddball pets that are only bank sitters, it would be nice to use some of them.
yeah, they need to fix that, same thing with "Onslaught" swords mastery doesn't reduce cap resistance, so it's useless in pvp... though it is effective in pvm.You may very well be right about the phy drop. I haven't tested. This should be changed like corpse skin though. Heh.
There are hardly any but dreadmares and bane dragons. You might find a dragon tamer if you're crashing a spawn.I'm not a pvper but what's the landscape of tamers in pvp now? Are the tamer pvpers just running around with greater dragons/dragon turtles or are they using other pets?
The problem is they are talking about having other abilities beside skills on pets. Could you see a pet with HCI, DCI,SDI, or any other modifiers on them. When GDs first came out they were to powerful so they nerfed them and now we have this pet revamp coming and with all the add ons how powerful will they become and when will the nerf stick fall.I'm not a pvper but what's the landscape of tamers in pvp now? Are the tamer pvpers just running around with greater dragons/dragon turtles or are they using other pets?
Please... don't give them ideas. I'd love for my subscription to still count for something other than access. :/If pet revamp items are sold in the store it would generate more money than a major expansion.
I would assume (dangerous I know) that pets get a "slot" every "level", and that include all levels the pet had when tamed. Otherwise pets that were initially 1 follower slot would be inherently superior, which would be silly.I understand how all the Crafting Methods work and given that I just want to know the limits of what a MAX pet is going to be and will all my current pets become obsolete? Without knowing what is possible then picking a method is really useless.
Skills, Stats and Resists, and now I am ASSUMING, because they have not said %100 will all go up as the pet goes from one lvl to the next which I think is great BUT and here is the WTF over I have no clue as to the reasoning behind it. From the Newsletter Ultima Online Newsletter we will be able to add abilities that are not normally on pets right now, REFORGE you would be able to select a full defense package that would increase a group of stats consisting of something like defense chance increase and hit lower attack, or you could select a full offense option that would include more offensive attributes like a bleed attack AI and hit physical damage. And under Imbuing we will be given X amount of points and apply them to the pet and be able to add attributes that are not normally on pets.I would assume (dangerous I know) that pets get a "slot" every "level", and that include all levels the pet had when tamed. Otherwise pets that were initially 1 follower slot would be inherently superior, which would be silly.
I'm guessing it's a bump in stats per level (or a bump in stat caps) and one "slot" per follower slot to be filled whenever.
My real wonder is what will the methods of "training" the pet to fill those slots be? Can you just adjust it on the fly? Is it permanent? It is redoable at a cost? I would personally hope you could reset it, but not any time.
The way I would do it is both imbuing style and reforging style. Imbuing style you get exactly what you want, reforging is more random but with better potential results. Then make it cost x or require rare item x to reset a pet.
I think everyone is jumping too fast on how this is going to work. I haven't read anywhere that states a dread would even be close to a greater dragon.A level 5 pet should never be rideable. You can't ride a GD, you shouldn't be able to ride a dread with identical stats. Give gargoyle the perc of flying while controlling, but it should never count as a hard mount.
That whole thing is going to need to be clarified more down the road when the time comes anyway.. most of us payed to upgrade our acccount(s) to the most up-to-date expansions/boosters.. if we stop paying (based on what's been discussed with that so far) the only "access" we lose would be vet-rewards & housing.... I actually have two accounts active that do not have houses right now... lol so I guess I'd get all that free, later on? Like I said, that needs to be cleared up if the game continues to head this F2P route...Please... don't give them ideas. I'd love for my subscription to still count for something other than access. :/
It would be good if they opened F2P for Fel only. Talk about an increase in fel population...I actually have two accounts active that do not have houses right now... lol so I guess I'd get all that free, later on? Like I said, that needs to be cleared up if the game continues to head this F2P route...
That whole thing is going to need to be clarified more down the road when the time comes anyway.. most of us payed to upgrade our acccount(s) to the most up-to-date expansions/boosters.. if we stop paying (based on what's been discussed with that so far) the only "access" we lose would be vet-rewards & housing.... I actually have two accounts active that do not have houses right now... lol so I guess I'd get all that free, later on? Like I said, that needs to be cleared up if the game continues to head this F2P route...
The drift I get is that F2P is going to be nothing more than a Trial Account without the 14 day timer and if you look at the restrictions it would not help current accounts that have scrolled out players and alls it would do for FEL is to give more sheep to kill, so no F2P would do nothing for FEL.It would be good if they opened F2P for Fel only. Talk about an increase in fel population...
Yeah, I was referring to if an account has been paid for and upgraded previously (most existing accounts), what happens if people stop paying for them? do they become down-graded, or do they just lose house-placement & vet-rewards?The drift I get is that F2P is going to be nothing more than a Trial Account without the 14 day timer and if you look at the restrictions it would not help current accounts that have scrolled out players and alls it would do for FEL is to give more sheep to kill, so no F2P would do nothing for FEL.
What would be the point if the most powerful pet is still a greater dragon. You cant see anything at events.I think it is important to make 5 slot ridable pets a little weaker than the Greater Dragon, otherwise it could cause problems in pvp. It would also make Greater Dragons obsolete in pvm if ridable pets can be trained to be just as strong. Capping rideable pets at 4 slots could work as well.
On the F2P accounts IMHO I think they will make them with all the restrictions. All 100+ skills will be set to 100 and if you resub then you get them back. How many chars do Trial accounts get? You may have to lose some chars. What version of UO is the basic download, you may be reverted to that type of account with no increased storage of allowed to use a lot of the new equipment.Yeah, I was referring to if an account has been paid for and upgraded previously (most existing accounts), what happens if people stop paying for them? do they become down-graded, or do they just lose house-placement & vet-rewards?
honesty, one-two accounts with xfer shield accessibility is more than enough for me to supply my remaining 7 accounts on every shard.
of course my main interest in UO is the pvp... so that's a thing.
Anyway, the pet revamp doesn't even need to happen... all that has to happen for pets is a way to make certain pets more defensive and others more offensive. This can be done with items that change the pets attributes when applied to them, and it has been suggested by myself and several other players throughout the last few years...
Also allowing pets to consume powerscrolls (wrestling, Tactics, anatomy etc) would go a long way in bumping up the comparability with some of the higher-end pets.
the problems with tamers is that they take forever to kill anything and they can mostly only kill one target at a time...