Home  | Login  | Register  | Help  | Play 

Pushing Pet's Limits

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> Pushing Pet's Limits
Forum Login
Message << Older Topic   Newer Topic >>
4/16/2018 1:00:39   
brotherinlaw
Member

While farming for the Chiropteran set, as one does, I was talking with a fellow player. Said player, among other things, mentioned how cool it would be to have a pet that could auto-loot for you. While someone told us that the AE team was already planning an auto-loot system, I was stuck on one question: "Why didn't I think of that?"

The answer was a simple yet sad one... While we have come too expect great and inspiring things from them, the AE team tends to under-utilize pets. Sure, in AQ pets can heal now, ones in DF can nerf and boost stats, and you can access your bank from some in AQ, but is that really the full potential held by our fuzzy\scaly\robotic\necrotic\etc. little buddies?

To answer this, I thought it might be fun for us, the players, to brainstorm amongst ourselves on abilities that could belong to a pet. Here are just a few ideas of my own, to get the juices flowing:

Class pets: A pet is a valued companion and, in olden times, was bred to pull it's weight and help in some way. Imagine, if you will, pets that, in some way enhance the effectiveness of a certain class. A dog that adds shield to paladins and attacks if the opponent is undead. A hoard of skeletons, with attack power split between them but adding to the effectiveness of a necromancer's summoned Npcs.

Pet Cemetary: let's face it, pets are breakable. A health bar, of course, would be an interesting twist. While it would make sense for a wounded pet to retreat behind it's master and lick it's wounds, perhaps a pet, overtaxed, could die. The awful master would then have to travel to a pet cemetery where the local necromancer could bring it back to life, for a price (as in a quest). For a little more, he may even turn them undead (honestly, this options just there because I want to see what a draekolich, or undead drake, looks like).

Grow your own pet: Chi-chi-chi-chi-chia! This idea came to me while thinking of Akriloth Junior (who, I can only guess, was killed in the caverns). While some of you may remember his brief showing in DF, what many of you don't know is that he made his first appearance in AQ. Entrusted to us after his father's death, AJ was to be our steed, as we never had our own Dragon to prevent this as in DF. Since he is NEVER mentioned in AQ again, I assume the canon is that we abandoned him to die there, scared and alone, and plunged the Elemental Realm of Fire into chaos....anywho, should we get a second chance in AQ3D, this idea would come into play. We would receive an egg, as well as a daily quest and a rank system. After a certain amount of time, we would reach the next rank, the egg would hatch, and our objective and difficulty in the daily quest would increase. With each rank as could unlock gear, like an egg in a backpack and a hatching on your shoulder, as well as travel forms like a fledgeling flying while you grip it's claws to riding an adolescent. By the time you unlocked a full fledged adult, that would be literally years of content with little input from the developers, and the formula can be re-use to the point some people are doing 3 daily quests a day, should they so choose, keeping everybody occupied during the luls.

So, there's some ideas from me? What do you think? Do you have ideas crazier or more innovative than anything I've done up with? How far so you think let's can be pushed in this game?

< Message edited by brotherinlaw -- 4/16/2018 1:04:17 >
AQ DF MQ AQW Epic  Post #: 1
4/28/2018 7:17:24   
Grawlix
Member

IDK I would prefer if we could like buy or farm for items that like give you a pet when you use them from the inventory so you can trade the pet before it becomes bound to you after you "hatch" it from the item. Class pets would be kinda weird cause of the fact that you can freely switch between classes at any given time so it would be less meaningful. I think pets that can carry a few items aka they can act as a small bank if you dont have enough inv space and also attack opponents for a little extra DPS or maybe tank a bit would be cool. Also if they scale and level like our character that would be neato. The pet cemetery idea of yours is interesting but the grow your own dragon idea unless I read it wrong feels like a rehash of the way we raise Draco in DF and odd cause Akriloth's eggs were destroyed in the dungeon.
AQW  Post #: 2
5/3/2018 1:52:19   
brotherinlaw
Member

Well, the "dragon" idea would be subjective, it's kind of like the hatching you mentioned, but in stages to give us plenty to do. It could probably be done for a few things with growth cycles (Groggs, Zards that can take different elements, insect-types).

As for the class pets, perhaps they should have to be earned. Plus, it's actually not uncommon for classes (dragonslayer) and even sets (Communicant set) to be enhanced, though not necessarily dependant on, certain pets.

< Message edited by brotherinlaw -- 5/5/2018 8:26:24 >
AQ DF MQ AQW Epic  Post #: 3
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> Pushing Pet's Limits
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2017 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "WarpForce.com", "Artix Entertainment", "Artix"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY | Forum Home


Forum Software © ASPPlayground.NET Advanced Edition