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ACE Development Partner & Investor
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About fhayte

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  1. fhayte

    Combat Pets

    I'm not sure I follow... Maybe you could explain? The idea is that the player plays his chosen archetype and should not not need to micromanage the pet, while it remains an important tool.
  2. That's a cool idea. Let's take a step back though and let players build normal roads. These roads would allow the passage of wheeled caravans through rough terrain, over chasms, and through tunnels. Of course, these could be destroyed by bandits as well! I would suggest that wheeled caravan speed on certain terrains be substantially slower than when they are pulled over roads.
  3. $1.7million, check. That means combat pets. I feel like this could a chance for a home run, or a complete flop, as combat pet AI is potentially very important, and very hard to get right. I've played pet classes in a number of games, each with its own quirks and each with its merits. The first that I played was Everquest, which has a pet system similar to WoW's, which I consider to be the baseline pet system, and one which I really do not care to see again in crowfall. This system worked by having a single persistant pet which follows the player around, and obeys a few set commands, but otherwise follows the rules of an AI entity as it runs around accidentally attacking things you don't want and aggroing mobs and breaking CC and otherwise being a nuissance. The second game I played with pet classes was DAoC. There were classes with the baseline pets, but also two unique ones which stood out to me. One, the Necro, made the player incorporal and had a very strong pet which was effectively an avatar for the player. It was very different, and might be cool as specific archetype. The player had skills on her bar to make the pet cast skills as well as a few that the player could cast as well. The other, the Theurgist, created small temporary pets which exist until killed or a very brief time period expired. They had command of various elements of pets and could use them as needed according to the situation. Another game which I think did pets in the least frustrating way possible was Dungeon Defenders. In this game, the pets did not have health bars. They simply orbited the player and attacked things within range. You could collect a variety of pets, each with different functionality. TL;DR Combining my thoughts from all these experiences I have come to the following conclusions regarding my opintions on pets: 1. Pets should be collectible: The player can venture out and gain access to a variety of pets that they can use depending on the situation. 2. Pets should rely on AI as little as possible. 3. Pets should *also* rely on player control as little as possible - small amount of micromanagement. 4. Pets should augment player ability, and not be detrimental if left uncontrolled. 5. Pets should be powerful enough to be worth using. 6. Not all pets need to directly attack an enemy. 7. Pets don't need an hp pool. Some example pets I wouldn't mind seeing. A hawk. Once tamed it sits on a players shoulder or flys around nearby. If the player shoots an enemy with a bow, the hawk will follow the arrow and attack the enemy once, the proceed to fly up to safety and then back to the player, at which point the next bow strike will cause the hawk to attack again. If the hawk is in ready mode and the player is hit in melee it flys off and comes back a short time later. A viper. Similar to the hawk, but it curls around the player when ready. When the player strikes an enemy in melee, the viper lashes out to attack that player. A familar. This little guy floats around the player restoring energy / mana / whatever every time the player uses a skill. It does not attack. An earth elemental. He hides in the ground and burrows along with the player. When the player is struct, he erupts in front forming a barrier, and knocking the attacker away. A boar. He hides in nearby forests, until commanded, at which points he charges to the player's aid, goreing and knocking down the nearest player before he retreats to safety.
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