N
Nightsorrow86
Guest
Greeting,
I am a big fans of pet class in MMORPG, I like to fight together with my most loyal friend in the fantasy world. I love how pets are like in UO, you can have 1 powerful 4 or 5 slots creatures or you can have 3+2 whatever, and pets in UO are like an independent being instead of feeling like part of my class's ability. (e.g. Hunter in WoW, I don't feel like having a pet, it feels like a piece of equipment)
However, there is 1 thing about pets in UO that I think its bad, the super randomization and pet training.
Because almost all useful pet are not really trainable because they have stats higher than 125 and skills higher than 100, resulting in "what it spawn with is what you get" and you have to spend a lot lot of time finding a pet with good attributes instead of getting a ok one and then start to train it after taming.
I mean, time and effort needed to find a good pet is reasonable and there is fun finding a good one too. But the attributes of pets in UO are just waaaay too random.
Let's take a Dragon as an exmaple, http://vm.or.tp/ve/791/a3dra.htm, it is already a very small ranged one, but assuming every attributes are independent and are fairly randomized when every single dragon spawn, the chance of getting a best possible dragon is 1/(range of HP * range of STR * range of INT * range of Ar * range of Fr * range of Cr * range of Pr * range of Er) = 1/(18*30*40*10*10*10*10*10) = 1/2,160,000,000, DEX and skills are ignored because they are always lower than 125 and 100 and can be trained.
ONE IN TWO BILLION ONE HUNDRED AND SIXTY MILLION SPAWNS, and this is already a very small ranged one, I can't imagine the chance for a greater dragon http://vm.or.tp/ve/791/a3dra50.htm, which have much larger ranges and skills have to be taken into consideration as well.
There are some problems, attributes are way too random and not much after-taming training you can do but you just spend all your time finding a worthwhile one. And no matter how a good one you've found it will always be still very far from the best because the ranges are just too wide. I know it has been like that for many years, but still, I hope it can be revamped. Here is my suggestion.
Firstly, link STR and HP together just like how DEX-stam and INT-mana do, except that on top of 1 STR = 1 HP, there will be a base HP modifier.
E.g. Monster Type A has STR ranged 800-820, base HP modifier -400, then A with 800 STR will always have 400 HP and A with 815 STR will always have 415 HP. Of couse the modifier can be positive.
That way the STR-HP relationship will be more consistent and one factor of the randomization is removed.
In fact I don't see why the HP and STR have to be 2 independent ranges, its unnecessary separation.
And the current HP-STR relationship is quite stupid, let's look at a brown bear http://www.uoguide.com/Brown_Bear with 46-60 HP and 76-100 STR, of course the higher HP it spawns with the better right? But for STR it is actually the lower the better, because after training to 125, lower starting STR gives more trained HP. (Same for int because they always start with 0 mana, but int and mana are useless for non-spellcasting pet anyway)
Secondly, once tamed, reduce all stats and skills to the lowest possible end of the range of such kind of monster, but then if stats and skills were higher than 125 and 100, let them to be trainable back to a certain % of the range.
E.g. Take Monster Type A with STR 800-820(range 21) as an example again, let's say the % is 0.8, then no matter what STR A was spawned with, once it is tamed, its STR drops to 800, however it can be trainable to 0.8*21 = 16.8 ~ 17, so it will always be trainable to 817 STR.
The % will be decided by the developers and the public to find out a reasonable one. I didn't not say always trainable to the highest possible end because non-tamer will possibly say that it will be more overpowered, and the people who spent a lot to buy a pet with good attributes will be doomed.
That way the monsters will be less randomized and tamers will have less to worry about, while the 5 schools of resistances are still not trainable and hence time and effort to find a good pet is still needed. There are still some random factors, because if every pets are exactly the same then there will be no fun as well, right?
I think that's better balanced between randomization and possibility to find a good pet.
Also, I suggest giving basic resistance to pets according to their Resisting Spells skill as it does to players (e.g. 100 Resisting Spells give 40 basic resistances), so that weak pets can at least survive a bit, while strong pets are not affected much.
I know that it probably will never happen and the developers have other stuff to worry about but that's what I want to say.
Thanks for reading.
I am a big fans of pet class in MMORPG, I like to fight together with my most loyal friend in the fantasy world. I love how pets are like in UO, you can have 1 powerful 4 or 5 slots creatures or you can have 3+2 whatever, and pets in UO are like an independent being instead of feeling like part of my class's ability. (e.g. Hunter in WoW, I don't feel like having a pet, it feels like a piece of equipment)
However, there is 1 thing about pets in UO that I think its bad, the super randomization and pet training.
Because almost all useful pet are not really trainable because they have stats higher than 125 and skills higher than 100, resulting in "what it spawn with is what you get" and you have to spend a lot lot of time finding a pet with good attributes instead of getting a ok one and then start to train it after taming.
I mean, time and effort needed to find a good pet is reasonable and there is fun finding a good one too. But the attributes of pets in UO are just waaaay too random.
Let's take a Dragon as an exmaple, http://vm.or.tp/ve/791/a3dra.htm, it is already a very small ranged one, but assuming every attributes are independent and are fairly randomized when every single dragon spawn, the chance of getting a best possible dragon is 1/(range of HP * range of STR * range of INT * range of Ar * range of Fr * range of Cr * range of Pr * range of Er) = 1/(18*30*40*10*10*10*10*10) = 1/2,160,000,000, DEX and skills are ignored because they are always lower than 125 and 100 and can be trained.
ONE IN TWO BILLION ONE HUNDRED AND SIXTY MILLION SPAWNS, and this is already a very small ranged one, I can't imagine the chance for a greater dragon http://vm.or.tp/ve/791/a3dra50.htm, which have much larger ranges and skills have to be taken into consideration as well.
There are some problems, attributes are way too random and not much after-taming training you can do but you just spend all your time finding a worthwhile one. And no matter how a good one you've found it will always be still very far from the best because the ranges are just too wide. I know it has been like that for many years, but still, I hope it can be revamped. Here is my suggestion.
Firstly, link STR and HP together just like how DEX-stam and INT-mana do, except that on top of 1 STR = 1 HP, there will be a base HP modifier.
E.g. Monster Type A has STR ranged 800-820, base HP modifier -400, then A with 800 STR will always have 400 HP and A with 815 STR will always have 415 HP. Of couse the modifier can be positive.
That way the STR-HP relationship will be more consistent and one factor of the randomization is removed.
In fact I don't see why the HP and STR have to be 2 independent ranges, its unnecessary separation.
And the current HP-STR relationship is quite stupid, let's look at a brown bear http://www.uoguide.com/Brown_Bear with 46-60 HP and 76-100 STR, of course the higher HP it spawns with the better right? But for STR it is actually the lower the better, because after training to 125, lower starting STR gives more trained HP. (Same for int because they always start with 0 mana, but int and mana are useless for non-spellcasting pet anyway)
Secondly, once tamed, reduce all stats and skills to the lowest possible end of the range of such kind of monster, but then if stats and skills were higher than 125 and 100, let them to be trainable back to a certain % of the range.
E.g. Take Monster Type A with STR 800-820(range 21) as an example again, let's say the % is 0.8, then no matter what STR A was spawned with, once it is tamed, its STR drops to 800, however it can be trainable to 0.8*21 = 16.8 ~ 17, so it will always be trainable to 817 STR.
The % will be decided by the developers and the public to find out a reasonable one. I didn't not say always trainable to the highest possible end because non-tamer will possibly say that it will be more overpowered, and the people who spent a lot to buy a pet with good attributes will be doomed.
That way the monsters will be less randomized and tamers will have less to worry about, while the 5 schools of resistances are still not trainable and hence time and effort to find a good pet is still needed. There are still some random factors, because if every pets are exactly the same then there will be no fun as well, right?
I think that's better balanced between randomization and possibility to find a good pet.
Also, I suggest giving basic resistance to pets according to their Resisting Spells skill as it does to players (e.g. 100 Resisting Spells give 40 basic resistances), so that weak pets can at least survive a bit, while strong pets are not affected much.
I know that it probably will never happen and the developers have other stuff to worry about but that's what I want to say.
Thanks for reading.