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How long do i have to fight bonded pets on siege?

G

Guest

Guest
<blockquote><hr>


It's that, or nerf the pet strength, but that relates to a PVM nerf as well.

[/ QUOTE ]

I think that you could do some combo of adding a casting time to pet balls, slowing pets, making pets unable to cast off screen and combo cast, and an either temporary on death stat loss for pets flagged in pvp or temporary time needed to recuperate in the stables on death when pvp flagged, would solve the problem, and have no impact on non pvp tamers.
 
C

Cear Dallben Zog

Guest
This is actually an annoyance everywhere. Pet bonding/balls.

Make Bet ball summoning a spell that takes 7 seconds to cast with words of power so we can recognize it. problem solved?
 
A

Al Thorin

Guest
Actually, on Siege almost any type of adjustment to usability of pets translates to a PVM nerf.

I think removing bonding is the most fair, simply because the lack of insurance lowers player strength overall, and before insurance, we had unbonded pets.
 
T

Talon Krynn

Guest
I didnt bother reading the rest of the thread, but I think that a good way to deal with pets in pvp is to put a 20 minute or so timer to res a pet after death in pvp. it puts the tamer out for atleast that long if they cant res or stable the dead pet. factioneers have to sit out stat, why not pvp tamers too?
Maybe bigger skill loss on death for pets too? maybe a -1 (1 full point not .1)on all skills lost on any death against another player?
Justs my thoughts. Thanks
 
G

Guest

Guest
<blockquote><hr>

I didnt bother reading the rest of the thread, but I think that a good way to deal with pets in pvp is to put a 20 minute or so timer to res a pet after death in pvp. it puts the tamer out for atleast that long if they cant res or stable the dead pet. factioneers have to sit out stat, why not pvp tamers too?
Maybe bigger skill loss on death for pets too? maybe a -1 (1 full point not .1)on all skills lost on any death against another player?
Justs my thoughts. Thanks

[/ QUOTE ]

yea this is another HUGE problem with pets. THERE is no stat loss or serious skill loss. If you actually manage to kill a tamers pets, all they lose is .1 in each skill, it needs to be more like 2.5 in each skill, that way after 10-20 deaths the pets will be back to ****ty skills and easy to handle.

Pets balls DO need some sort of casting time on them, that is fizzable and only castable every 20 mins or so. there is no need for a tamer to be able to use a pet ball every 3 seconds with no delay over and over again other than being a chump pvp tamer.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
I am not talking about pvm, I am talking about pvp with pets on other shards. Don't do something on Siege to solve a problem there that will ruin it for pvp tamers on other shards. Regardless of what anyone thinks, playing a pvp tamer well on other shards requires a great deal of patience, effort, and yes, skill. They belong in pvp as much as any other template, whether you like them or not. Like any other template on other shards they have strengths and weaknesses, and on other shards there simply aren't many of them, which is a better indication than just about anything that they aren't over powered.

The real problem with this discussion is that, unless any changes you suggest are Siege only, they will affect every other shard, and in this case, that would be unfair and unwarranted.

<blockquote><hr>

yea this is another HUGE problem with pets. THERE is no stat loss or serious skill loss.

[/ QUOTE ]
Again, while the skill loss on Siege might not seem like a big deal because equipment isn't generally as high quality, on standard shards .1 in every skill can be a big deal. If you want your pets to do well, you want them to be fully trained, and retraining after every pet death does take time, and this is already something that no other template has to put up with. If you know what you are doing it will take 10 - 30 min to retrain, if you don't, or you don't have access to a mage, it can easily take up to two hours to retrain a pet after a death.
 
A

Al Thorin

Guest
<blockquote><hr>

I dont see how punishing pvp flagged pets would hurt pvm.

[/ QUOTE ]
Because of the way pets can be flagged.
It's too easy to abuse just to piss off a tamer -you- (not you, but a PVP'r in general) target and kill.

A tamer minding their own business hunting, could easily be targeted by a PVP'r, have the pet flagged as an agressor (tab the tamer, any guilded tamer that's uses the guard command will have their pet flagged as agressor).

In fact, since there is no current way to test a pets 'agression flag', I suspect any pet that's tabbed upon gets an agressive flag.
I suspect this because I could go kill myself at yew gate, and any pets I have present will get -me- flagged as agressive if they are attacked. This doesn't affect crim or standard grey flags either.

So I suspect any tamer targeted would be forced to be considered as an agressor, regardless of wether they are or not.

While I think Pets in PVP are indeed a large issue, I don't see it as a reason to punish a tamer that was jumped and killed.

I really think that pet bonding &amp; insurance go hand in hand. No insurance, no bonding. Seems more than reasonable to me.
 
A

Al Thorin

Guest
<blockquote><hr>

I think that you could do some combo of adding a casting time to pet balls, slowing pets, making pets unable to cast off screen and combo cast, and an either temporary on death stat loss for pets flagged in pvp or temporary time needed to recuperate in the stables on death when pvp flagged, would solve the problem, and have no impact on non pvp tamers.

[/ QUOTE ]
Oh, please, stop talking right there!!

Slowing pets would be the singles largest nerf to Tamer PVP. They are already painfully slow in many situations, and against any mounted foe, you need your enemy to practically run -into- your pets.
I could stand for a compremise though, say a 10% decrease in speed, and removing the slowing effect of damage. (plus warping really shouldn't be there)


As to casting and everything else, there's only one way I can see that being viable.

Apply casting caps to pets, adjust how target cueing and casting is applied (mobs only check distance when they start trying to cast, they release regardless of range), add frozen on casting, then enable limited equipment and powerscrolls.

Simple fact is, even on siege, the only reason pets are dangerous is because they break the rules, if they followed the same rules as players, they would be incredibly pathetic.
 
G

Guest

Guest
<blockquote><hr>

Simple fact is, even on siege, the only reason pets are dangerous is because they break the rules, if they followed the same rules as players, they would be incredibly pathetic.

[/ QUOTE ]

I wouldn't say that. I mean, armor corrupt alone is pretty savage. Couple it with bleeding and poisoning... if you get dismounted, which you always do, thats big trouble. And they do hit pretty hard and pretty fast as well.

For the record if I had the power I wouldn't have any changes to out shard effect any other shard. Trust me, I know how much it sucks when we have to deal with all the prod shard code that we came to siege to escape. I wouldn't want someone else to have to deal with our bleed over.
 
G

Guest

Guest
<blockquote><hr>

I am not talking about pvm, I am talking about pvp with pets on other shards. Don't do something on Siege to solve a problem there that will ruin it for pvp tamers on other shards. Regardless of what anyone thinks, playing a pvp tamer well on other shards requires a great deal of patience, effort, and yes, skill. They belong in pvp as much as any other template, whether you like them or not. Like any other template on other shards they have strengths and weaknesses, and on other shards there simply aren't many of them, which is a better indication than just about anything that they aren't over powered.

The real problem with this discussion is that, unless any changes you suggest are Siege only, they will affect every other shard, and in this case, that would be unfair and unwarranted.

<blockquote><hr>

yea this is another HUGE problem with pets. THERE is no stat loss or serious skill loss.

[/ QUOTE ]
Again, while the skill loss on Siege might not seem like a big deal because equipment isn't generally as high quality, on standard shards .1 in every skill can be a big deal. If you want your pets to do well, you want them to be fully trained, and retraining after every pet death does take time, and this is already something that no other template has to put up with. If you know what you are doing it will take 10 - 30 min to retrain, if you don't, or you don't have access to a mage, it can easily take up to two hours to retrain a pet after a death.

[/ QUOTE ]

WHAT THE HECK ARE YOU TALKING ABOUT..

STOP MENTIONING OTHER SHARDS BECAUSE WE AREN'T TALKING ABOUT OTHER SHARDS HERE WE ARE TALKING ABOUT SIEGE PERILOUS AND SIEGE PERILOUS ONLY

I dont know WHERE in the world you think ANY of these ideas are being tossed around to be implemented on normal sissy trammie shards????????????? seriously tell me where that idea got in your head, because this thread title is about siege, my entire post is ABOUT SIEGE, and then everybody's responses ARE ABOUT SIEGE, but somehow you come in waving your finger and pushing your glases back up your nose yelling "noooo what about other shards"

ok sorry but you're REALLY going out of your way to fight against this idea when you DO NOT EVEN PLAY SIEGE PERILOUS!

<blockquote><hr>

Again, while the skill loss on Siege might not seem like a big deal because equipment isn't generally as high quality, on standard shards .1 in every skill can be a big deal. If you want your pets to do well, you want them to be fully trained, and retraining after every pet death does take time, and this is already something that no other template has to put up with. If you know what you are doing it will take 10 - 30 min to retrain, if you don't, or you don't have access to a mage, it can easily take up to two hours to retrain a pet after a death.

[/ QUOTE ]

DUDE AGAIN WHY ARE YOU MENTIONING OTHER SHARDS IN A THREAD COMPLETLEY MADE AND DISCUSSED ABOUT SIEGE WHEN THERE IS 100 OTHER THREADS NOT ABOUT SIEGE ON THE UHALL WHY DO YOU HAVE TO COME HERE AND CHIME IN WITH ALL THIS NON SIEGE TALK ABOUT HOW THIS IDEA WOULD BE HORRIBLE FOR OTHER SHARDS WHEN THE ONLY PERSON WHO THINKS THIS IS GONNA EVER HAPPEN ON NORMAL SHARDS IS YOU

please take the time and reread everything until you can understand it enough to give an answer that isn't based on your own assumptions
 
A

Al Thorin

Guest
<blockquote><hr>

I wouldn't say that. I mean, armor corrupt alone is pretty savage. Couple it with bleeding and poisoning... if you get dismounted, which you always do, thats big trouble. And they do hit pretty hard and pretty fast as well.

[/ QUOTE ]You think a player, dismounted or not, would get hit a bleed, armour corupt, or even poison if pets had to follow the same rules as players?!
Granted that's based on stopping to cast, but still
 
G

Guest

Guest
<blockquote><hr>



Simple fact is, even on siege, the only reason pets are dangerous is because they break the rules, if they followed the same rules as players, they would be incredibly pathetic.

[/ QUOTE ]

that's a great point, if pets just had to stop and cast with words of power over their head based on the same casting speeds of a normal person they wouldnt be much trouble. Biggest problem is that they HIT for insane amount of damage, dragons can do 35-50 easily, then rune beatles can do about 20-35 a chomp but both cast for INSANE amounts of damage. sometimes more than 75-100 in spell damage before they even get a hit at you. WIth mares doing about the same thing maybe hitting for less damage, but still casting 50-100 damage in spells within a few seconds is INSANE.

Pets need a change in how they interact during PVP. Let them fight monsters exactly the same way but just change how they have to cast/hit people. It should be based on NORMAL player abilties not insane uber pet abilities that no person can attain.
 
A

Al Thorin

Guest
Sure, a Dragon can bite you for 35-50 points of damage, but their arn't chasing you at mounted speed toggling specials as well.

The spell casting is probably the most imballanced aspect, being able to cast while chasing, plus the rubber range they use for casting ranges creates an issue. It's the reason I -don't- use melee pets.

But take those away, and pets are still danged weak.

I would support this;
0 penalty on taming. No reduction in skill, no reduction in HP, nothing. Your tame is -what- you tamed.
Remove skillloss on death.
Add stopping to cast.
Fix spell range.
Allow tames to be tamed to their max Stat potential.
 
S

Sergul'zan_SP

Guest
<blockquote><hr>

<blockquote><hr>

WHAT THE HECK ARE YOU TALKING ABOUT..

STOP MENTIONING OTHER SHARDS BECAUSE WE AREN'T TALKING ABOUT OTHER SHARDS HERE WE ARE TALKING ABOUT SIEGE PERILOUS AND SIEGE PERILOUS ONLY

I dont know WHERE in the world you think ANY of these ideas are being tossed around to be implemented on normal sissy trammie shards????????????? seriously tell me where that idea got in your head, because this thread title is about siege, my entire post is ABOUT SIEGE, and then everybody's responses ARE ABOUT SIEGE, but somehow you come in waving your finger and pushing your glases back up your nose yelling "noooo what about other shards"

ok sorry but you're REALLY going out of your way to fight against this idea when you DO NOT EVEN PLAY SIEGE PERILOUS!

DUDE AGAIN WHY ARE YOU MENTIONING OTHER SHARDS IN A THREAD COMPLETLEY MADE AND DISCUSSED ABOUT SIEGE WHEN THERE IS 100 OTHER THREADS NOT ABOUT SIEGE ON THE UHALL WHY DO YOU HAVE TO COME HERE AND CHIME IN WITH ALL THIS NON SIEGE TALK ABOUT HOW THIS IDEA WOULD BE HORRIBLE FOR OTHER SHARDS WHEN THE ONLY PERSON WHO THINKS THIS IS GONNA EVER HAPPEN ON NORMAL SHARDS IS YOU

please take the time and reread everything until you can understand it enough to give an answer that isn't based on your own assumptions

[/ QUOTE ]
You really need to take a pill dude...

If it these ideas are simply implemented on Siege, great. However, I want it to be absolutely clear that these changes are not needed on "normal" shards. The problem with this kind of discussion is that often people start mixing up the rules sets, and if this is Siege specific, then perhaps this discussion would have been better started in the Siege forum...

[/ QUOTE ]

These changes are only being requested on Siege Perilous, you can rest assured on that issue. On non-SP ruleset shards, a player could trash a dragon in no time at all. I've done it many times. I've come to the conclusion that non-Siege shards want to make the game as easy as possible, and I'm not objected to that as long as it doesn't come to Siege.
 

Olahorand

Slightly Crazed
Stratics Veteran
Stratics Legend
My tamer had never a good time with good pets against a skilled PvPer in a one vs. one.
Either the pet(s) or himself died rather quickly.
Loosing pet bonding on Siege would make the tamer profession worthless on that shard.
I hate waste of pets.
I could be ok, if anyone with pets could not carry a Siege blessed item, even, if I think this is not necessary to punish tamers or crafters with pets this way.
*Salute*
Olahorand
 

the 4th man

Lore Master
Stratics Veteran
Stratics Legend
all's fair in love and war brother..............

read the sig and fight like a man.
 
R

Rand Al Thor

Guest
Maybe no pet bonding for reds if anything. Taming should be an honorable prof...
 
I

imported_Black_Magick

Guest
Aight, I've had a pvm tamer all through my uo career for the most part. For all the people bringing up the time when tamers had unlimited control slots should shut up. For those of you who recall it was incredibly hard to control 5 wws without them tearing each other apart. Second, that is the PAST, theres a reason its not like that now. On siege pets are a problem, anyone who pvps on siege knows that, and there is a HUGE difference between pet pvp there and on a prodo shard, i'd know i've done both. For a solution lets try this, bonded pets get unbonded in relation to their combat status. In other words if a tamer agros against someone the pet comes unbonded and stays unbonded until heat of battle wears off. But if attacked first the pet stays bonded only when used in fighting someone agresive(sp?) to the tamer.
What do ya think?
 
A

Al Thorin

Guest
According to the nature of Siege, bonding doesn't belong at all, in any form.

Bonding came with insurance, Siege has one half of that, and lo and behold, there's a problem.
 
G

Guest

Guest
Goodguy, you're a perfect example of why people here in UHall trash Siege threads.

Quit "screaming" at people, jeez...

No wonder no one wants to be in vent with you.
 
G

Guest

Guest
<blockquote><hr>

Goodguy, you're a perfect example of why people here in UHall trash Siege threads.

Quit "screaming" at people, jeez...

No wonder no one wants to be in vent with you.

[/ QUOTE ]

damn man cant you leave that [censored] somewhere else and not bring it into a thread where im trying to focus on fixing siege things? you really are a trammie considering this is your first post in this thread and thats all you got to say. seriously quit siege.
 
G

Guest

Guest
<blockquote><hr>

Maybe no pet bonding for reds if anything. Taming should be an honorable prof...

[/ QUOTE ]

wtf says who??
 

UncleSham

Certifiable
Stratics Veteran
Stratics Legend
"seriously quit siege. "

ok enough.

i was going to leave this alone but now i cant.

wtf

why is it every time someone has an idea that works someone else has to come along and cry nerf?

its not like you couldnt do the same exact thing . why do you have to come on here and try to ruin someone elses template ?

seems to me the problem you describe has more to do with the stealth and smoke bombs (and possably pet balls.)

how about i go and rant and cry till uo kills your profile ? you are the stealth master are you not ?

you complain highlight yell and basicly have a "good cry" till someone tells you to take it easy , then you tell them to stfu and quit siege ?

thats prety lame man . its not like we have a surpluss of players on siege.

and before you go ripping me yes i play siege (among other shards), yes i have a tamer on siege. no he dont have stealth . he has eval and med so he can stand without the pets if needed.

now i havent been on siege pvp scene a whole lot lately thats true , but i been in uo since well before trammel . i used to play siege back in the day when we didnt have bonding . personally i like being able to keep my pets around . i grow rather attached to them watching them grow up almost like childern . my pets are rare and ancient and i dont want to lose them but if uo does drop bonding ill go back to dispposable pets . its sad , but do-able. (did it before)

and trust me if im forced to stable my old pets ill be looking for any advantage i can get . after all rot ist that hard to build in . it just takes a different form of training. i could be stealth in no time if i chose . just as you could addapt if you took the time.

i know i should probably keep my mouth shut and not create enemies , but holy cheese man , roll yoursef a couple and relax man . woah

sorry but i felt this had to be said . we tamers have been nerfed enough thank you very much.

in many ways some of the new bushido/necro templates are already kicking out way more dammage than a pet can so i dont wanna hear it.

if taming is realy all that powerfull , dont cry . build one yourself.
(before someone like you gets us nerfed into oblivion)
 
G

Guest

Guest
<blockquote><hr>

why is it every time someone has an idea that works someone else has to come along and cry nerf?

[/ QUOTE ]

<blockquote><hr>

seems to me the problem you describe has more to do with the stealth and smoke bombs (and possably pet balls.)

[/ QUOTE ]

So, its ok to say that that is the problem, but not that pets are it. What difference does it make, the situation is bothersome, pets are indeed a part of the problem, and there are many solutions.

There are better ones than removing bonding as well, cause thats just not fair to the tamers who don't pvp. While there may be a lot of pvp its not a pvp only shard after all.
 
A

Al Thorin

Guest
Curious, I thought the whole concept of Siege was more risk?
It's already been stated that a tamer can run nekkid, and still get kills while risking nothing since their pet is bonded.

Sounds like Tamers are popular because they can retain their power, over and above what everyone else gets.
 
G

Guest

Guest
<blockquote><hr>

Curious, I thought the whole concept of Siege was more risk?
It's already been stated that a tamer can run nekkid, and still get kills while risking nothing since their pet is bonded.

Sounds like Tamers are popular because they can retain their power, over and above what everyone else gets.

[/ QUOTE ]

exacltty tamers have NO risk other than .1 from each skill per pet death which doesnt have thousands of times a fight. just being on screen with pets flagged on you is like a 30% chance of death just from random spells that might get hit with.

Siege players NEED to risk stuff to PVP or else they should be on insurance shards.
 

UncleSham

Certifiable
Stratics Veteran
Stratics Legend
pets are as much part of the problem as any powerfull weapon / skill.
you could nerf pets to oblibion today and tomarrow you will have these same bolla swingin, egg bombin, invis swiggin , guard zone lovin stealthers abusing the next top damage "thing" .
last time poeple got bent it was poison wasnt it? . or was it archery ...i cant remeber all the nerfs weve suffered.
(oh yeah . it was evade)


and pets realy arent that much stronger. you could peace my pet. that makes it wander around like even more of an idiot than it usually does . you could discord it and kill it .you dont even have to be a bard , you could paralize it . last i checked he didnt have a dart trap chest on him. invis or even teleport breaks the agro . the means are many.

but do i really have to tell you how to beat me ? come on .
i can kill bigger stuff than dragons and beetles... without a pet.

my point was i dont go around trying to get his stealth nerfed . i deal with it. and if it becomes too much of a problem , ill build one myself hehe.

and that point about "quit siege" rather stuck in my gullet. sorry , but im actually trying to help repopulate siege. i really miss the "old" uo and short of a renesance shard, siege is as close as were gonna get . id hate to see the population dwindle to the point they no longer want to run it.
all the posts im reading about increased idocs makes me worry. seeing as how we'll probably never get a ren shard ... god only knows why , any pre "Age Of Stuff" timeline would do for me =)

come on devs how bout it ? the"amatures" on free shards can do it . whats the real problem?

sorry to drift off topic . you want to cut back on the pet balls fine . even halv my damage against palyers , i can live with . but remove the bond on pets ive spent so long finding and raising ? come on

i dont believe the pet is the biggest part of the problem . its the twink behind the keyboard whoes gonna abuse whatever he can. that no nerf can stop. he'll just go find the next big thing. find a way to fix the cheats hes using . that would help eliminate some of the problem . if hes abusing the pets odds are hes using other stuff (can i say zoom zoom here?)
 

UncleSham

Certifiable
Stratics Veteran
Stratics Legend
true , but eliminating the pet bond wont change that . hes just gonna load up on disposable pets . unlike someone like me who actaully gives 2 s***s about his pets.
i wear full gm armor and cary a bag of regs if its any consolation to you. you might even catch me with some fast cast jewelery on if i can find some throw aways.
=)
 
G

Guest

Guest
"pets are as much part of the problem as any powerfull weapon / skill."

NO pets are WAY more much part of the problem over ANY other powerful weapon or skill. Because there is NO other skill in the game where you can type 2 words and hit 1 button and have a good chance at killing someone with almost no risk to yourself, because thats what taming and ninjitsu do, all you have to do is type ALL KILL then hit smoke bomb macro and you're set to do it again if your pets didnt succeed.

Its not much risk at all.

i REALLY dont want bonding to be removed, but i just want Pets out of all the major PVP fights. Sure pets should be able to defend themselves, but not be 10x more powerful than any player.

I think pets need stat loss or pet rez timer when they are killed by players of at least 20-30 mins. Because fights could play out normally if people could focus on getting the pets dead early.

but its when you KILL the pets and kill the tamer 3 times and then he comes back 2 mins later from stealth naked ass a noob and throws a bola and says all kill now you're dead to a guy you've already killed 3 times right in the middle of another fight.

There just shouldnt exist gimp templates that can get rezzed and without having to get ANY gear they can say all kill and start beating people who are fully suited and trained.
 

UncleSham

Certifiable
Stratics Veteran
Stratics Legend
ok . ill go with a 30 min stat loss . just so long as its not permanent .
most of the time i dont even use my pets for pvp. its usually in self defence when i do. ive spent considerable time getting some of them to gm . as have others im sure .

the primary thing i see here is the smoke bomb . if he didnt have that he'd have the risk . and if not smoke bomb hed use an invis potion . or heck, even cast invis on a 1 button macro.
so theres realy not much of a way you can stop that . thats part of the profile . but again as i say you kill a stealth tamers pet , they are fish outa water.



you want to campaign for reducing pet balls ? make the log out thing put pet in stable ? sure ill roll with ya . id even support reducing spell casting times.
it was the whole "lets kill off pet bonding" and that "quit siege" rant that got my undies in a bunch . you get youself all mellowed out ? i dont see as much shouting now. thanks

im jellin
 
G

Guest

Guest
LOL at least you understand it was your undies in a bunch.

i was never unmellow just trying to make a point and keep hecklers at a bay. maybe you shouldnt take everything you read so seriously and pretty much ruin my thread with mostly nothing but silly dribble thx.
 

Silly Seadog

Sage
It's My Birthday
Stratics Veteran
Stratics Legend
UNLEASHED
Arrrrr, Sheridan is a-gonna make ye all go sit in the corner!
 
G

Guest

Guest
<blockquote><hr>


Curious, I thought the whole concept of Siege was more risk?
It's already been stated that a tamer can run nekkid, and still get kills while risking nothing since their pet is bonded.

Sounds like Tamers are popular because they can retain their power, over and above what everyone else gets.

[/ QUOTE ]

Yes, but the issue can be solved without removing bonding, thus appealing to both kinds of tamer.
 
A

Al Thorin

Guest
Could always turn insurance on, thus tamers would remain happy.
 
I

imported_Lord Kynd

Guest
i don't see what removing bonding and all those other changes would solve.
seems like your just trying to screw with how other people play.

if you don't like it adapt, do it yourself, or quit.. BUT DO NOT come trying to change the game for everone else who pays to play.

remember you choise to be a PK/PvP'r whatever you think it should be called, no one forced you.

maybe you should try Role Playing, maybe you can handle that.
 
G

Guest

Guest
Dammit i can't even respond to such a nonsense post.

why do you think its become this way? Because tamers have been crying their little hearts out about all kinds of things. WHy do you think they gave them bonding, why do you think they gave them pet balls, why do you think they gave them smoke bombs?

If people never tried to get this game changed then it would of stayed exactly how it was, exaclty how i liked it before bonding was ever implemented.

Sorry i have to come here and be such a cry baby pancake but every other tamer did it for years so now i have to.

SO PLEASE STAY OUT OF THIS THREAD IF YOU DONT LIKE THIS IDEA
 
A

Al Thorin

Guest
<blockquote><hr>

why do you think they gave them smoke bombs?

[/ QUOTE ]
Oh, for the love of...
Try to keep on topic at least.
While smoke bombs are an issue, they are -not- directly related to taming, or pets. They were the result of combining skills, at least address them as such.
 
A

Al Thorin

Guest
<blockquote><hr>

i don't see what removing bonding and all those other changes would solve.

[/ QUOTE ]
I think it would solve alot more than some are willing to admit.

Everyone else only wears a certain level of gear outside of 1 or 2 peices.
They do this because they risk loosing it when they go out. Wether it's to PVM, PVP, or RP.
That is an integral part of Siege.

Pet bonding goes -against- that principle. Especially on Siege.
Combine a full trained pet, that can be ressed and retrained with far less effort than from scratch. To level that playing field, Runics should be the default crafting tools. Maybe Test versions instead of normal versions, 30k usage runics!

Stack trained high end pets against GM or so armour, and there's a -serious- balance issue.

Now, if tamers either used disposable pets (not trained), or risked loosing a trained pet, I would suspect things would be very different. A untrained pet is probably far more ballanced against a GM suit, than one that is fully trained.
The risk of LOOSING a fully trained pet would make that advatage a little more ballanced because it took MORE time to do, and will take more time to RECOVER.

Bonding is akin to insurance, regardless of how people feel about it -now-. Bloody heck was raised over blessed items, care was taken to try to level the 'insurance' effect on Siege, yet bonding is still there.

I played as a tamer without bonding, and you're dang right it was a different playstyle, I CARED about full trained pets, and loosing one was rough.

If I knew I was entering a dangerous area, I would use a fresh tame. It was a choice I made. One I don't have to make on Production shards anymore, but one I think should be made on Siege. Afterall, everyone else has to make that choice.
 
G

Guest

Guest
<blockquote><hr>

Could always turn insurance on, thus tamers would remain happy.

[/ QUOTE ]

Now your just ignoring anything that I say that isn't "remove bonding" which I don't see the point in.
 
A

Al Thorin

Guest
Not really, but I would like to hear an alternative that would be as effective without utterly nerfing PVM with pets?

Do -you- want your pet (and thus a portion of your template) to useless for 30 mins because you were PK'd? And yes, that is exactly what would happen due to how pet flagging is handled.

Maybe nerf pets in general? No more high end PVM as tamer.

Get rid of pet balls, you think that's going to change anything? Oh no, that fully trained beetle lost a couple more skill points, and is -still- grossly stronger than a player in GM gear.

I'm simply waiting for a solution that is better. It's apparent your against the removal of bonding, but are you ignoreing the corelation between bonding and insurance?
 
G

Guest

Guest
I see the correlation but I don't think its the same thing. And just because flagging works poorly doesn't mean that that shouldn't be a valid proposed solution. They COULD make it work.
 
A

Al Thorin

Guest
They could, I've been asking for it for ages now.

Though when I think about the ways to fix it, it doesn't seem a very likely/fast way.
 
A

Al Thorin

Guest
Since I havn't played Siege. I don't have an opinion on wether that's the only aspect of pets on Siege that are overpowered.
 
T

Tark_Smash

Guest
A casting range and speed cap would be nice, perhaps the same as players have.
I love getting off screen and begin casting a heal, just to get hit with and explode and 2-3 flamestrikes. Good times.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
What you want is to never lose to a tamer, no matter how skilled that tamer may be... Yes, pets can cast in ways players cannot, unless they are cheating, however, pets more than make up for that by being slow, and extremely stupid. You'll also find that those spells you think were cast out of range, were probably cast before you went out of range. Flamestrikes have a delay before they take effect, and of course explosion has an even greater delay.
 
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