Forums » General Pantheon Discussion

Community Debate - Cosmetic Pet...

    • 2644 posts
    May 18, 2020 2:12 PM PDT

    As long as you make sure that my toggle which turns off other player's cosmetic items also turns off the cosmetic pets, I'm fine with it (though I'll probably never engage in that content except incidentally, when following a quest for other rewards).

    As for those who say "it's a waste of resources": If a significant number of players want to spend time collecting cosmetic items in whichever way, then it's just as valuable a resource for VR as any combat or crafting content. For the simple reason that it brings paying customers while being content that the rest of us can easily turn off and never have to encounter or even think about.

    • 2 posts
    May 18, 2020 2:46 PM PDT

    Fascinating that you start this Post after i write this :-)

    https://www.pantheonmmo.com/content/forums/topic/11932/3-questions-and-1-idea

    Have Fun 

    MfG Viennacowboy

    • 1012 posts
    May 18, 2020 2:55 PM PDT

    NAY!

    (Capital "nay").
    This goes down the rabbit hole of micro transactions.

    • 9115 posts
    May 18, 2020 8:05 PM PDT

    Sarim said:

    That said, I wouldn't want the Pantheon devs to invest any development time into such fluff, to the detriment of more vital systems.

    I see this a lot and it is a big misunderstanding amongst many of the community and wider gaming community in general, cosmetics are purely art-related with minimal input from the devs that build the core game systems. Cosmetics are quick and easy side projects usually done during downtime or while waiting for other departments to add their work to bigger projects.

    It is not "wasting" time or resources, many devs enjoy having free creative control over fun cosmetic items such as pets, clothing, auras etc. whether or not they make it into the overall game is another story but there is no harm or wasted effort in creating them.

    This is a general message to everyone, not solely directed at you either mate, I just see this a lot and wanted to clear it up.

    • 28 posts
    May 18, 2020 8:43 PM PDT
    Appreciate the clarity, Kilsin. And of course if we're just talking side projects, I think its a positive that art/animation is free to experiment with those flourishes - and I know often that can lead to additions and features that may not otherwise have been considered.

    I think it's more of a...if I could dictate how that energy was spent, I'd probably put it towards more hairstyles, outfits, tattoos, spell vfx, creatures that arent just reskins, *coughmyraquaticformcough* etc. But I recognize that defeats the purpose of people taking up personal projects.

    So with that in mind, I'm okay with them as another goal or loyalty reward and don't necessarily find them disruptive or immersion breaking unless their design obviously presents as such. But on the flip side, if their addition was the result of side projects rather than a standard feature, would that not risk creating an expectation from players that more will be added over time with some regularity?

    Ultimately I am 100% behind 'fluff', I just think there are more interesting executions of fluff than the majority of cosmetic pet systems I've seen to date.
    • 2138 posts
    May 18, 2020 9:46 PM PDT

    Kilsin said:

    Sarim said:

     

    ... a big misunderstanding amongst many of the community and wider gaming community in general, cosmetics are purely art-related with minimal input from the devs that build the core game systems. Cosmetics are quick and easy side projects usually done during downtime or while waiting for other departments to add their work to bigger projects.

    It is not "wasting" time or resources, many devs enjoy having free creative control over fun cosmetic items such as pets, clothing, auras etc. whether or not they make it into the overall game is another story but there is no harm or wasted effort in creating them.

     

    O_o  Orly?

    That changes my POV a bit, if it makes the devs happy...and if we ARE in their world... 

    I could see a compromise being pets only allowed to be seen cavorting or whatever in cities and instead of world events, City/ town events where something comes in and could destroy all the pets unless they are cared for or pocketed, otherwise players have to go out and get new pets. Players able to keep "original" or first generation pets the longest (like first edition comics or cards) would be awe inspiriing. Plus it would allow the creative teams to showcase all their private beastiary over time.

    Maybe that could be the benefit and the danger of having a pet?. The pet coming out on its own volition would be the queue that the area you are in is relatively safe like a campsite, however that gypsy camptsite may also be the home of a tomcat that will hunt and kill your pet.

    • 122 posts
    May 19, 2020 2:30 AM PDT

    I like pets... I had a mini Diablo... he was pretty cool

     

    Pets are a yes to me... 

     

    But for rogues I think if you stealth so should your pet....

    • 2756 posts
    May 19, 2020 4:13 AM PDT

    Kilsin said:

    Sarim said:

    That said, I wouldn't want the Pantheon devs to invest any development time into such fluff, to the detriment of more vital systems.

    I see this a lot and it is a big misunderstanding amongst many of the community and wider gaming community in general, cosmetics are purely art-related with minimal input from the devs that build the core game systems. Cosmetics are quick and easy side projects usually done during downtime or while waiting for other departments to add their work to bigger projects.

    It is not "wasting" time or resources, many devs enjoy having free creative control over fun cosmetic items such as pets, clothing, auras etc. whether or not they make it into the overall game is another story but there is no harm or wasted effort in creating them.

    This is a general message to everyone, not solely directed at you either mate, I just see this a lot and wanted to clear it up.

    Oh oh... I'm going to challenge Kilsin... Be brave, Dispo... Here goes...

    I think when people say "wasted effort" (and, yes, I hear that a lot in the community when talking about cosmetics and the like) they aren't just talking about the time to create it.

    Whilst I don't doubt that the arty folks could, and do, produce cosmetics (and all sorts of stuff/fluff) in their spare time and with minimal input from other devs, it is surely something that undergoes the same review, checks and fixes as everything else if it gets into the game? I would hope so! And, if so, then it will inevitably take time away from checking/testing/reporting/fixing other stuff.

    It's interesting you imply things that might make it into the game as cosmetics could be stuff where devs were having fun expressing their creative freedom, but it didn't make it into the overall game. Surely, there's a good reason that stuff didn't make it into the game? I would think that reason doesn't disappear just because you could throw that thing in game as a 'cosmetic'.

    I think that is actually a large reason why a lot of people don't like cosmetics. They are, by their nature, things that didn't make it into the 'real' game. They are the outlandish, the over-the-top, the frivolous, the inappropriate, the superfluous, etc. It's that stuff that a lot of folks don't like to see in an atmospheric, immersive world, even in towns or taverns.

    And, to be honest, even if they were somehow utterly 'for free', they would still be unwanted by a lot of folks. They most often detract from the game, not add to it.

    It's 'wasted effort', even if it's for free, because we don't just "not *want* it", we actively "*don't* want it".

    And, even if kept to private instances, or if toggle-able, it is *still* all stuff that will need checking/testing/reporting/fixing...

     


    This post was edited by disposalist at May 19, 2020 4:14 AM PDT
    • 12 posts
    May 19, 2020 5:48 AM PDT
    It’s not so much the resources used for creating them that I would prefer to not have them but IMO if they provide 0 function (other than appearance) I feel the negatives outweigh the positives. Whether it be graphic performance affected when many are on screen or just getting in the way when trying to see npc’s or other players (or targeting them). But as others have said, if I could at least toggle them off that would be great.
    • 12 posts
    May 19, 2020 5:48 AM PDT
    It’s not so much the resources used for creating them that I would prefer to not have them but IMO if they provide 0 function (other than appearance) I feel the negatives outweigh the positives. Whether it be graphic performance affected when many are on screen or just getting in the way when trying to see npc’s or other players (or targeting them). But as others have said, if I could at least toggle them off that would be great.
    • 12 posts
    May 19, 2020 5:48 AM PDT
    It’s not so much the resources used for creating them that I would prefer to not have them but IMO if they provide 0 function (other than appearance) I feel the negatives outweigh the positives. Whether it be graphic performance affected when many are on screen or just getting in the way when trying to see npc’s or other players (or targeting them). But as others have said, if I could at least toggle them off that would be great.
    • 12 posts
    May 19, 2020 5:49 AM PDT
    Oh wow triple post, sorry I cannot seem to edit or delete.
    • 1456 posts
    May 19, 2020 6:02 AM PDT

    disposalist said:

    Kilsin said:

    Sarim said:

    That said, I wouldn't want the Pantheon devs to invest any development time into such fluff, to the detriment of more vital systems.

    I see this a lot and it is a big misunderstanding amongst many of the community and wider gaming community in general, cosmetics are purely art-related with minimal input from the devs that build the core game systems. Cosmetics are quick and easy side projects usually done during downtime or while waiting for other departments to add their work to bigger projects.

    It is not "wasting" time or resources, many devs enjoy having free creative control over fun cosmetic items such as pets, clothing, auras etc. whether or not they make it into the overall game is another story but there is no harm or wasted effort in creating them.

    This is a general message to everyone, not solely directed at you either mate, I just see this a lot and wanted to clear it up.

    Oh oh... I'm going to challenge Kilsin... Be brave, Dispo... Here goes...

    I think when people say "wasted effort" (and, yes, I hear that a lot in the community when talking about cosmetics and the like) they aren't just talking about the time to create it.

    Whilst I don't doubt that the arty folks could, and do, produce cosmetics (and all sorts of stuff/fluff) in their spare time and with minimal input from other devs, it is surely something that undergoes the same review, checks and fixes as everything else if it gets into the game? I would hope so! And, if so, then it will inevitably take time away from checking/testing/reporting/fixing other stuff.

    It's interesting you imply things that might make it into the game as cosmetics could be stuff where devs were having fun expressing their creative freedom, but it didn't make it into the overall game. Surely, there's a good reason that stuff didn't make it into the game? I would think that reason doesn't disappear just because you could throw that thing in game as a 'cosmetic'.

    I think that is actually a large reason why a lot of people don't like cosmetics. They are, by their nature, things that didn't make it into the 'real' game. They are the outlandish, the over-the-top, the frivolous, the inappropriate, the superfluous, etc. It's that stuff that a lot of folks don't like to see in an atmospheric, immersive world, even in towns or taverns.

    And, to be honest, even if they were somehow utterly 'for free', they would still be unwanted by a lot of folks. They most often detract from the game, not add to it.

    It's 'wasted effort', even if it's for free, because we don't just "not *want* it", we actively "*don't* want it".

    And, even if kept to private instances, or if toggle-able, it is *still* all stuff that will need checking/testing/reporting/fixing...

     

    I'm going to challange this a bit as well, but to add to disposalists reasoning. Wasent the reason for normalizing all the Charractor models, reducing the spikes off the Skar, Loosing the fins off the Dark Myr and generally making them all the same model with differant skin's due to the ART team not having enough time?

    Now we have then sitting arround with nothing to do so there making annimated puff balls and the like? 

    • 839 posts
    May 19, 2020 6:49 AM PDT

    News flash, devs are humans too. Also tonight, no one does any non work related tasks at work, ever.


    This post was edited by Hokanu at May 19, 2020 6:58 AM PDT
    • 2756 posts
    May 19, 2020 7:41 AM PDT

    Hokanu said:

    News flash, devs are humans too. Also tonight, no one does any non work related tasks at work, ever.

    I didn't mean to imply that art devs are doing 'fluff' rubbish when they could/should be 'working'.

    They will, no doubt, in the course of their work, end up doing things that don't end up in the game. Those aren't 'wasted' effort, they were practice runs and demos and alternatives etc. Some of what is not used might well have an application later...

    BUT just because someone designed a panther that ended up looking too much like a house cat so didn't get used, that doesn't mean you throw it in as a cosmetic house cat later for fun.

    Equally just because someone designed a fantastic umbrella while practicing or having fun doesn't mean it should get thrown in as a cosmetic sun parasol for characters to parade around with.


    This post was edited by disposalist at May 19, 2020 7:43 AM PDT
    • 903 posts
    May 19, 2020 9:24 AM PDT
    Cosmetic items can be 100% within the lore and not obnoxious. Personally, I love cosmetic items that fit within the game and make sense to the game word. A faction symbol painted onto my armor is cosmetic, for example, is cosmetic but fits within the game world. Not all cosmetic items are horse masks.

    I don't want pets that /follow players because they have been done to death and are immersion-breaking, but other kinds of pets (housing pets for example) are fine.
    • 1436 posts
    May 19, 2020 8:43 PM PDT
    30% of me says yay for cosmetic pets as bragging rights. Top pvpers .5% get pets. Top .5% of cult of pain pvers also get pets. Seasonal of course and unobtainable afterwards.

    70% for functional pets
    pets for farming certain acclimation zones would be cool. They can give some small mini aura bonus like +1 to cold weather if I’m walking around with a flame sprite pet.

    There could be hidden quests that require a certain pet to activate certain parts of a dungeon or area.

    Treasure hunting pets that dig up random junk loot.
    Pets that help me farm herbs or minerals
    Pets that could give me an extra bag slot
    Also pets that do dumb things like buff me with something really useless and funny like a pet blob that turns into a block of ice and rolls around in cold weather, shrinks when it’s hit and gets bigger when it rains. It should also turn into a toxic oozling if exposed for a certain time in a certain acclimation.

    Lots of potential to expand utility uses and evolutions with acclimation. Just don’t make it pay to win and something that requires work.

    Life skill profession? Pet trainer Ta dah! Another profession besides the usual alchemist enchanter blacksmith cook!

    Btw pets need to be fed to activate their utility ability that can only be provided by a cooking profession player only. These utility pets eventually die to ensure a degree of demand.
    • 5 posts
    May 20, 2020 12:19 AM PDT

    Nay.  A source of significant raid lag in other games I've played.  If you have them...let them be optionally hidden by the observer, not the owner.

    But...yay to cosmetic options for functional extensions of the player, e.g. mounts, summoned functional pets.

    And...yay to cosmetic options for pets in personal instances, e.g. personal estate, guild estate

     

    • 523 posts
    May 20, 2020 3:16 AM PDT

    Yay, but conditionally.  I thought Classic WoW handled this fine, so something along those lines.  A modern game like Elder Scrolls Online handles this very badly due to the cosmetic overload in an attempt to make money, especially in terms of pets.

    Absolutely agree with the people that say "Yay" but only in instanced housing.  Instanced housing is the ideal place to allow pets, outfits, and all the other fluff that people will pay extra for.

    • 122 posts
    May 20, 2020 3:44 AM PDT

    Leibnitz said:

    Nay.  A source of significant raid lag in other games I've played.  If you have them...let them be optionally hidden by the observer, not the owner.

    But...yay to cosmetic options for functional extensions of the player, e.g. mounts, summoned functional pets.

    And...yay to cosmetic options for pets in personal instances, e.g. personal estate, guild estate

     

    There wouldn't be raid lag if there was an option to turn cosmetic features (on off) on your end would there?

    like.... see cosmetic pets On Off

    • 72 posts
    May 20, 2020 7:34 AM PDT

    Nope

    • 63 posts
    May 20, 2020 7:43 AM PDT

    Nay,

    Keep pets for pet classes.

    • 287 posts
    May 20, 2020 8:02 AM PDT

    As big a "Nay" from me as I can assert.  Sure, as a completionist, if there are pets in the game I will spend stupid amounts of time and resources gathering all of them.  But they're utterly useless, smell like an anime MMOs and just clutter up immersion and the environment.

    If the artsy folks need something to do, draw more unique armor pieces and weapons.  They don't have to be over the top like in WoW (please don't do that).  There is a ton of variety in real-world armor and weapons to draw inspiration from and it would be great to have that in-game, too.

    There are other things they could do, too, like creating lots of environmental bits and bobs to make the world seem older and more lived-in.  How about damaged plants and trees left as scars after some historical battle? Or random piles of rocks, crumbling rock walls, animal trails, animal carcasses, fossils half-buried in cliffsides, and on and on.  The possibilities are limitless.  And all more useful than adding pokemon to the game.

    • 453 posts
    May 20, 2020 1:44 PM PDT

    My two cents...

     

    1. I love this type of content and fact of the matter this is a mini game for people who love this stuff. My wife goes nuts for this and kept her playing games with me long after she didnt want to play just to finish her pet collection.

    2. I think pets should be both earned and sold in a cash shop. If someone want to drop $10 on a cosmetic pet, why should we as fans stop them. More money this game makes, the more we get new content. 

    3. Some pets should be earned by all sorts of content, harder the content, the cooler the pet. 

    4. I would like to see cosmetic pets not just be cosmetic. For earned cosmetic pets, I would love to see a pet tree line. No matter the pet, what you have unlocked would apply to all pets. Passives for pets could have things like different emotes, gestures, dances, and other social fluffy stuff. Each could be unlocked by collecting new pets. 

    5. All pets should be tied into lore and part of the story. Even if its small. Like helping the homeless in a city could earn you a pet rat. Killing all the bosses in a dungeon could earn you a pet that comes from that dungeon. Be it a mob or cosmetic mobs like a sheep or dog that NPCs keep as pets in that area.  

    • 264 posts
    May 20, 2020 3:51 PM PDT

    I don't really care. I myself normally don't worry about them, but I see other like them and have them following them around.

    They usually look fine in game, as long as they don't get in the way when targeting mobs etc. Maybe if they are outside in the world they dissapear when combat it initiated, or even make it possible to disable them in the client, then for people who don't want to see them they can just turn them off and let people who like seeing them have them on.

    Could also be a source of some revenue since they don't affect game play. (I don't mind a game store as long as it doesn't sell xp potions, health potions, equipment or boots etc which affects the game play mechanics of adventuring)