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Never really got a chance to play this one before, and I am looking forward to trying now. Ver much so.
Quick question first though:
Is it possible to train animals for pets like a creature handler in SWG or, to a lesser degree, a hunter in WoW?
Thanks in advance
T
Comments
You don't train your pets. You buy them. You can have up to 3 Packers to carry your materials. They are the extra inventory in the game. Of course there is also apartments for long term storage. Packers are used to carry your mats around from one spot to the other. Harvesters use them to store materials and others used them for when training range cause you need the xtra mats to craft bullets for your gun. And you also get a Mektoub which you can ride. Good way to get around in local areas.
Nope no pets that fight for you, closest thing is a madness spell which I'm not that familiar with.
I did play SoR between dec-04 and jun-05 then some friends got me to start with WoW in july-05 and still game that one but abit tired of it now and miss SoR.
My account still exists and will definitely activate it as soon as I can to login and check my char.
I have a mage, shammy and hunter all lvl 70 (played hunter for over 2½ year now) but I can say that SoR have more freedom with the char then WoW and that is what I miss also the community is something special miss all ppl in there that help out havent seen something like that in WoW.
Hope to see you guys soon in-game on Arispotle
Over and out
Halvgalen
It looks like your question has been answered well enough! I hope to see you in game! Also the game is now being headed by a new company so one can never tell we may someday be able to capture and train pets!
I do not see pet or training animals to be your pet as ever being all that feasible for Ryzom -- it probably would debalance the game unless implememnted similarly to my companion/mercenary suggestion.
Basically I've suggested every player gets a NPC companion. When using the companion, experience is the same as being in a 2 char team. The companion has to get lost when you join a team. So basically just a solo option but personally I think it would have wide appeal. However I don't think its what the developers or my fellow homins want.
How would it debalance the game? Because everyone could learn the skills needed to tame animals just as every other skill in the game! And to be honest I am a fellow homin that would like to see this happen and I would also like to see non-instanced housing that you can furnish just to make the game all that much more real!
Someone has already mentioned the mektoubs but I'd class those as mounts and pack animals.
Two relatively common mmo features that Ryzom lacks are pets and stealth.
I almost always play a pet class in mmos but honestly don't miss them in Ryzom. But if you really feel the need, here's my suggestion for simulating pets Ryzom style...
Unofficially adopt a (player) member of another species. Think of a demeaning, yet affectionate nickname for them like "meatbag", "damagebunny" or perhaps "xp-on-a-stick".
'Summon' them whenever you see them online using the mystical mantra "yo mofo let's go rock tha yubos"
While fighting with them, press random keys or just think thoughts in their general direction and watch as they 'follow your commands'. Of course they may sometimes not follow your commands but that's just cos they're an inferior <insert species name here>.
Or not...
Sorry, it's rather late and I'm mildly concussed. Just be thankful I stopped before sharing my idea for simulated stealth...
Pets would add to the damage one could deal out and the amount damage one can take: pet takes damage while you take none.
I really like my companion idea though. But before you think I'm being selfish -- I'ld never use it. I multi-box ( i play more than 1 account ). That's one reason I know the attractiveness of it.
As for stealth , I've thought of that too. Like have invisiblity towards species of animals; sort of like normal invisibility and invisibility to undead in EQ. That worked well in EQ. However any invisibility would make moving around in Ryzom much easier -- so probrably never make it in -- we want it tough.
What's so unbalancing with that? A lot of the Aggro mobs are also pack mobs it wouldn't make a huge difference.
I like the companion idea too especially for diggin mats if they could help! But that would probably get abused.
I see no reason for stealth to be in Ryzom because then there will be no real reason to get trek parties together when all someone has to do is just max their stealth skills and walk by most of the mobs which would drop the game down to games like WOW and the like. To me and a lot of the other players in Ryzom there is a stealth skill in the game, it's called practice!
Actually digging mats it would be a great option. Carpal tunnel can be a real issue with digging. Having a CPer is much more relaxing. However, you get exp about 50% faster solo digging that team digging . But team digging does get more mats for the time invested so crafting skills could be raised faster imo -- some disagree and believe they can dig mats just as fast solo.
Pretty much agree on stealth but I do still think about it a bit.
There is stealth already in Ryzom. We call it "sneak" and some people are really good at it. Not me, unfortunately. I gather up a few guildies and we trek it together.
I have been a creature handler in SWG. Loved it, lots of fun. I don't see that for Ryzom, though, unless it was limited to yubos. Then it would just be a pet. I see no need. I have my packers and a mount. They serve me well.
I have also been a ranger in GW with a pet/companion. I liked it, I just didn't like GW.
There are two kinds of pets in Ryzom: riding pets and packer pets; there are no battle pets. You can make an enemy mob go "mad", so they attack their own kind, but that is not a controllable pet.
Your Mektoub pets can be attacked (and will be) by enemies, so protecting them is a task you cannot ignore. The pets also eat, so you have to either time your excursion to fit with the available food, or bring some bulky food with you. Of course, you can buy compacted food (takes less inventory space) for 3x the regular price
I would definitely support adding some new "handler" functions to the game, or even battle pets; normally I play pet classes in MMO's.
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2024: 47 years on the Net.
Those are some great ideas! Trainable pets would add something different to the game and I imagine if they follow the Ryzom formula it would be an in depth and fun process. I'm dreaming of riding a mektoub mount with a packer behind... Yay Ryzom!
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Hmmm pet Gingo.. that'd be FUN!
"(The) Iraqi people owe the American people a huge debt of gratitude." - George W Bush.
Oh. My. God.
creature handling could be a skill just like all other skills in Ryzom, and can even be in the fighting skill tree.
The creature can be the weapon then, and have a durability (health) so it can die in the fight. Healing can raise the creature again, if it dies.
Only thing is, is that if you use a creature, you can't use a normal weapon, or maybe just not 1 of the 2 handed weapons, so that it wouldnt outdamage melee or magic too much... Might work with 1h weapons, and would give that a use as well...
Creatures could be anything, just as long as it would fit in your level range... (Just imagine to start with a yubo, lol)
If I started with a yubo I'd have a really hard time giving it up... ^_^;;;
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With the whole balancing issue, a pet handler could easily just be in a combat tree which requires points. But the problem is that this game does not have a skill point cap, so basically everyone would take the pet handler tree. Unless there is not infinite skill points then that right there would balance it. I mean, sure, you spend points on pet handling but that gives you no melee skills. Of course, what do I know, I have never played. Just seems kinda wierd, every MMO I can think of has a pet class of some type.
MMOs Played: I can no longer list them all in the 500 character limit.
That's no different to the current situation - everyone (who plays long enough) will end up learning everything.
I don't see that as a problem.
Like Sxarlet has pointed out, the way to balance a pet class is the same way Ryzom balances magic and melee - with equipment.
If using the pet handling skill required specialised equipment to be wielded in the weapon slot then you'd instantly achieve the same kind of balance that exists between magic and melee.
Players could learn melee, magic and pet-handling, but at any given time could only be using one (at peak efficiency). Magic might still be possible (as when wielding weapons) but would be less potent without the benefit of an amplifier.
I don't believe balance is an issue. I think it's gameplay.
In most mmos pet classes tend to be a bit more independent - and that kind of implementation would represent a major shift in core gameplay. And not a good one.
However, there's no reason why pets in Ryzom would have to be implemented that way. They could be introduced as an alternative means of 'getting the job done' (i.e. killing stuff) that doesn't impact on anything else.
I might try this when it's available to all too. I did give it a very brief go a while back, when I was trying out a few MMOs. I only logged in once and there didn't seem to be anyone around. Do you think there will be an influx of new players/characters when it's made available to everyone? It might be a good time to join?
When did you try it? I first tried it a couple of years ago and in a whole week saw one other player in the noob area with me. When I tried it last year (with a new noob area) there were dozens of other players whenever I logged in.
As much I'd love to predict and an enormous influx and scream what an awesome time it is to join... I'd be a no-good-lying-fanboi if I did. It's impossible to predict what's going to happen - that'll depend a lot on what the new owners do.
The game is what the game is. I'd say it's worth another look, particularly if what you saw was the one of the old noob areas.
When did you try it? I first tried it a couple of years ago and in a whole week saw one other player in the noob area with me. When I tried it last year (with a new noob area) there were dozens of other players whenever I logged in.
As much I'd love to predict and an enormous influx and scream what an awesome time it is to join... I'd be a no-good-lying-fanboi if I did. It's impossible to predict what's going to happen - that'll depend a lot on what the new owners do.
The game is what the game is. I'd say it's worth another look, particularly if what you saw was the one of the old noob areas.
Can't remember exactly when I tired it but it must have been last year sometime. I didn't spend long enough to tell whether I liked the gameplay, but I do like more involved crafting options than is the usual, which Ryzom seems to offer. It was just the lack of other players that put me off. I do think that, at the point when servers are available to everyione, there should be more people in newbie areas than previously. Perhaps not a massive influx but more than usual.
If more involved crafting options is what you want, then Ryzom can deliver.
The harvesting.... on no other mmo have I actually enjoyed harvesting. It's a wonderful system, all by itself, and the fact that the wildlife are carrying on their business all around you - and will occasionally try to eat you - makes it that much more interesting.
The crafting itself is also quite neat. I didn't get a very good impression of its complexity just from the noob area, but came to appreciate it later.
Pets could well be fun, yes. Unless they don´t devolve in a Pokemon Style :" My Varynx can beat your Jugula any day in combat." *shudder* Maybe if the limit the amount of tameable animals to those that make sense somehow.
In the lore there´s talk of hunt-trained Ragus and Varynx in the use of the Matis and Fyros civilizations.
And I dimly remember discussing the possibility with devs in a rare devtalk in early 05. They thought it possible, but it went the way of almost every idea back then and was never realized... *sigh*
Somewhere around the net though exist screenshots of Fyros riding Bodocs.
Now that would be a change I´d realy love to see. Mektoubs are fun and neat to ride, but I´d prefere a bit of variation in it just for kicks. (Would love to ride an Ocyx chopper-style *rrrrrrrrrawrrrrrrrbrrrrrrmmmmmm*)
Reminds self: Have to draw this!! *LOL*
CU
SaM
Do you dare to adapt?
I think that's pretty typical in pet-enabled MMOs -- some creatures are tamable and some aren't. I also really like the idea of requiring characters to equip specific critter-handling gear in order to manage their creature: chair and bullwhip, maybe?
It is easy for pet-handlers to dominate the landscape in a skill-based game if they're not balanced well, though. The whole pet schtick -- taming and training and whatnot -- is really popular, and having your own portable Tank/DPS machine is typically better than not having one. I'd suggest the developers add combat pets in, but do so carefully.
Come to think of it... development-wise, introducing pets might not be such a big deal.
In terms of AI, everything a pet would need is already being done by NPCs or animals in the gameworld.
And in terms of issuing commands to a pet - doesn't the Ring allow the creator to control mobs? Is that control issuing commands (as you would to a pet) or like slipping into that mob's body?