Master Wu wrote:That is a good idea. Maybe just having pets: leveling them up, feeding them, and commanding them should count as using the skill.
Well I stuck with the feeding aspect because it would provide one easily adjustable variable for Zer to use that would be more difficult to exploit. If you added the pets attacking(instead of just time passing) as the actual method in which pets build hunger, it would tie most of your three ideas into one mechanic and encourage players to use their pets in combat. By getting rid of the need to retame pets to raise skill, the time sink would come from bringing your pet around in combat and maintaining the ingredients needed to keep them fed.
Leveling pets to raise taming would be unfair at lower levels of taming unless pets shard exp with their masters(which might cause more exploitation problems unless exp gains were based on damage dealt) since, currently, pets only gain exp from getting killing blows, rending them unpractical on several levels...i.e. trying to get your mouse to get killing blows and the player sacrificing 100% of experience to do so. Although I guess adding a modifier as Mumblee suggested would make the player decide between leveling himself and taming, which might make it interesting(although more complications always seem to add more chances for exploitation from the players) If you stick to just having pets gaining hunger strictly from attacking and feeding being the way to raise the skill, a player would be able to keep a pet with them and play normally. This could potentially make an animal tamer a viable player class since as the player raises their skill, they would be able to tame stronger monsters that should scale up proportionally with the player as they level. Again, this would require tweaking of the pet system to disallow players from giving specific pets(not just amounts of pets) to other players that were above their actual taming skill level.
Speaking of amounts of pets, I'll quickly restate that I think it would create more balanced gameplay if taming didn't dictate the amount of pets tamable, but rather just the strength of the pet, with allowable active pets being just one at a time to prevent players from taming a ton of pets as taming scales up, feeding them all and raising taming even faster. Summoned pet spells, their strength, and their quantity should be controlled directly by the level of the spell(maybe tied in with their skill level in the specific school of magic) with only one cast being allowed at a time until the summoned pet's timer runs out, but again my reasoning for this is discussed in my spell thread so I wont go too much into this again.
Last edited by pennywise (April 19th, 2010 8:19 PM)
Pennywise - 7 Seconds - Fugazi - Husker Du