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Szlat

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Joined: 05/18/2005 18:32:41
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Are Pets worth having in the game?

I know at the end it is just down to what Dru fancies, and I know certain people (DD, CPL) have rather fixed views on the subject, but I wonder how everyone else feels?

From my own point of view, I know if I kick off a pet, I will get a certain amount of experience for 'free'. Be it 10 points or 200 points. And all I have to do is kick off the monster, and then try to keep from killing it.
It just does its own thing.
I can't say that having a pet particularly enhances the game. I would happily swap the Enhanced Summoning charm for a charm that granted a random amount of experience every game.

I wouldn't miss pets. They do get in the way. Especially when they block lifts or teleporters.

Is everyone else's experience the same, or am I missing the point of pets?
emetakleze

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Joined: 01/02/2005 18:15:15
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I like the pets to a point. On bigger maps they are fine, in fact I will summon one on occasion, but these smaller maps can be a pain. Imho if they get nixed so be it, I rather like being able to indulge my instincts of fight or flight without being trapped by a pet and obliterated by a rock or getting stuck behind one in a doorway with a big fat juicy titan on the other side just waiting to be plucked off by my link of inf +4.

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Mac_Knife

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Joined: 01/25/2005 21:31:29
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I cant STAND pets, I HATE 'em, especially since i cannot see the rings around their heads. If they went, i would be cheering.

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Boingo_Babe

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Joined: 04/02/2005 23:06:12
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emetakleze wrote:
I like the pets to a point. On bigger maps they are fine, in fact I will summon one on occasion, but these smaller maps can be a pain. Imho if they get nixed so be it, I rather like being able to indulge my instincts of fight or flight without being trapped by a pet and obliterated by a rock or getting stuck behind one in a doorway with a big fat juicy titan on the other side just waiting to be plucked off by my link of inf +4. 


Ditto for me.

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Chyster

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Joined: 02/08/2005 20:26:37
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My 2cW are in another area.

See my post in "Monster Master, similar to Loaded Artifacts or Loaded Weapons" under Druis RPG

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klok718

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Joined: 07/07/2005 12:20:41
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Chyster wrote:
My 2cW are in another area.

See my post in "Monster Master, similar to Loaded Artifacts or Loaded Weapons" under Druis RPG
 


i posted my 2 cents there as well. The idea of pets is cool but the function is kinda ... not good.

replace pets with turrets, the more XP the more powerful.

EX: 25 adrenilen = double assult rifle
25-50 single shock
50-75 single flak
75-100 double shock
100-125 double mini
125+ double flak.

there small so you can jump over them, have hitpoints like a monster and DO NOT MOVE!! of course this may require too much codeing so meh.
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Spike

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Joined: 01/05/2005 07:50:20
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If pets really had a purpose other than random XP, such as what Dru is talking about with the Monster Master class, then I wouldn't mind them. I think they would have to take the place (effectively) of the player, IMHO.

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J.Zero

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Joined: 08/13/2005 16:08:02
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You can cast my ballot in the No Pets box too... not a fan. Would also cheer with Mac and others for a clean 'people vs. monsters' (i.e. no pets) world.

With all the missing halos, stuck elevators, low-damage-dealing, inopportune side-strafing, HealPod squishing, Deemer blocking, get-in-your-way, intellectually challenged, indistinguishable yellow dot chasing... the monster bell, in my opinion, is tolling.

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cplmac

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Klok I really like your idea with the turrets. There used to be a turret module you could pick up in one of the older ut versions. It would have to be toned down a bit from that though because those turrets kicked some major behind.

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emetakleze

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Yah, i remember in team dm or dm where those were enabled, man some people would really rack up the points.

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cplmac

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the gravity vortex was pretty awesome too.

good, bad, I'm the guy with the gun.
Peldor



Joined: 04/13/2005 15:08:07
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I'm not a big fan of turrets because they encourage people to place the turrets and then just hide, doing nothing. The turrets shouldn't be too powerful for sure. It's really sad when 10 people all stack their turrets together at a choke point and just hang back letting the monsters walk into the killing field.

I do like the occassional warlord on more open maps, but the tide seems to be against them.
klok718

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Peldor wrote:
I'm not a big fan of turrets because they encourage people to place the turrets and then just hide, doing nothing. The turrets shouldn't be too powerful for sure. It's really sad when 10 people all stack their turrets together at a choke point and just hang back letting the monsters walk into the killing field.

I do like the occassional warlord on more open maps, but the tide seems to be against them.  



I could see the turret stacking as being a problem but 1. How is that different from stacking mines and 2. If a proper balance of turret health/ damage is found a well placed titan rock could wipe out 2 or 3 turrets in one throw. dru's anti-camper already makes camping/hiding a non-issue. So long as monsters see turrets as other players and attack them they are just as fair game as any monster pet is now.

Perhaps some other ideas should come into the fray? Any other ideas for turrets out there? Perhaps they should only be castable with 101 adrenalin and a random chance of the weapon on them?

Maybe they should only have the sniper rifle on them with and the amount of adrenalin determaming the health/damage? (EX: a turret cast with 33 adrenalin would only have 1/3 the health of a turret cast w/ 100 adrenalin?)

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Szlat

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Joined: 05/18/2005 18:32:41
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I too quite like the idea of turrets.
However, I would make the suggestion that people don't really gain any battle experience from what their turret is doing, because they are probably not there.
So, have turrets, but the deploying player doesn't get any XP from them.
Szlat

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Can you deploy turrets on top of vehicles? Could be fun.
 
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