Thats interesting as well, the desire for the animals to actually remain in a sense wild. Never fully tamed?
I wonder if they would be willing to create some sort of aggro push system, where you try to balance using skills that restore the tamed state and skills that let out the wild state (so you are always juggling this resource in order to maximize output but stay in control of the pet), perhaps skill costs increase if used in short succession (assuming a low cooldown) so trying to face roll your keyboard would lose your animal. If you lose your animals state, or if he dies, is there a way to bring him back or the connection is only as long as he lives? So you would still be cycling pets just not as often?
Does it mean you wouldnt want to see raising a pet, or getting to a state were the pet is very loyal? Perhaps certain animal types can get to a certain height of loyalty, like a drake is almost always going to be on the brink of being lost- but a dodo you may actually fully tame with a sense of sanity left over.
Chocobo sort of counts as a pet to grow with but I'd like to go out and find an animal and start out fresh that way- would also like to see the process of loyalty come from weeks and months of training and not like 10 mins like in WoW.
Perhaps that can show the difference in beastmasters as well, all this would probably make beastmaster a really slow class though lol. BOB use more we need more help! "Hold on! I'm trimming my drakes nails and scrubbing under his scales!" NOW "NO I WORKED REALLY HARD TO GET HIM NOT TO HATE ME! ITS BEEN WEEKS!!" (Loyalty would basically buffer the aggro push system into a happy to unhappy state, where at a certain place in the unhappy-o-meter the pet goes back to being wild and for being a bad beastmaster you have to retame lol)
Thoughts? :P



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