G
Guest
Guest
Just read through the whole thread and there really are some good points made.
Al Thorin said something once or twice which has stuck firmly in my mind (and after a brain trauma in the last six months, that some stuff is sticking is decidedly reassuring!).
Addressing the matter of pet summoning balls should be a two-pronged approach which includes not just choosing a cool down period but also improving pet responsiveness/obedience (auto-defend, bah!) as well as improving pet AI to something at least approaching wild/monster AI (eg, following around obstacles/terrain)
I think pet summoning balls should be considered a tool in the arsenal of a pvp tamer. As it stands, the tool is a little too sharp by comparison to tools wielded by other templates.
So, cool down time...how about the same as the skill delay time period? No reveal, no words of power (eg, "d00d Kill me while I'm summoning f1D0"), just frozen as if spellcasting. The time between being able to use certain skills is, what, 5 or 6 seconds or thereabouts?
While anyone familiar with cycling should fairly quickly become comfortable with it, 5 or 6 seconds in a pvp scenario often means the difference between a kill & a dirt sandwich. This has the effect of retaining pet summoning balls as a viable pvp (tamer) tool, yet bringing that tool more into line with other tools.
No summoning of pets whilst in ninja form was another good idea. "You can't summon a pet in this form" type message.
Good thread, a positive one.
I really hope you'll keep a special eye on how this will affect Siege, too. Early days, I know, but maybe even a special one off, Siege mirror Test Centre for this alongside the usual prodo Test Centre?
Eggs
Hatchlings
Dragons
Al Thorin said something once or twice which has stuck firmly in my mind (and after a brain trauma in the last six months, that some stuff is sticking is decidedly reassuring!).
Addressing the matter of pet summoning balls should be a two-pronged approach which includes not just choosing a cool down period but also improving pet responsiveness/obedience (auto-defend, bah!) as well as improving pet AI to something at least approaching wild/monster AI (eg, following around obstacles/terrain)
I think pet summoning balls should be considered a tool in the arsenal of a pvp tamer. As it stands, the tool is a little too sharp by comparison to tools wielded by other templates.
So, cool down time...how about the same as the skill delay time period? No reveal, no words of power (eg, "d00d Kill me while I'm summoning f1D0"), just frozen as if spellcasting. The time between being able to use certain skills is, what, 5 or 6 seconds or thereabouts?
While anyone familiar with cycling should fairly quickly become comfortable with it, 5 or 6 seconds in a pvp scenario often means the difference between a kill & a dirt sandwich. This has the effect of retaining pet summoning balls as a viable pvp (tamer) tool, yet bringing that tool more into line with other tools.
No summoning of pets whilst in ninja form was another good idea. "You can't summon a pet in this form" type message.
Good thread, a positive one.
I really hope you'll keep a special eye on how this will affect Siege, too. Early days, I know, but maybe even a special one off, Siege mirror Test Centre for this alongside the usual prodo Test Centre?
Eggs
Hatchlings
Dragons