NX Item Pets - Game Mechanics Feedback

Discussion in 'Closed' started by Succubus, Sep 1, 2023.

  1. Succubus
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    When it comes to pets, I feel like the biggest issue revolving this aspect of the game comes from the ambiguity of the descriptions and mechanics.

    Here are a few things I've picked up while making this thread:
    (If anyone has more to add, please comment below!)

    Fullness:
    1. They decrease in fullness even when inactive in your inventory.
    2. Pets fullness rate vary depending on the pet type.
    3. When you feed your pets, you feed them in the order you activated them and repeats in that order.
    4. Exception to #3, if you navigate to pet info and select a specific pet, it will feed that pet once, then follow some (arbitrary) rotation.
    5. Depending on how much your pet is moving, its fullness may decrease faster, including unintended movement such as infinite running/jumping/falling.
    6. In rare instances, your pet will be stuck in the tired/hungry animation state despite feeding due to some bug. CCing will fix this issue, but you will have to feed the pet again, thus wasting food.

    Equipment Interaction:
    7. If you equip an item ignore pendant, any pet that isn't equipped with the pendant will still attempt to hover over the ignored item and become stuck.
    8. If one of your inventory categories are full, items that are meant to be looted by pets will not be targeted by magnet related items if in the same category, #7 still happens though.
    9. When attempting to loot an item in the same position as your pet, you will sometimes experience a bug where you're unable to pick the item up or lag.
    10. Pets will not attempt to loot items dropped by other players.
    11. Holding an item ignore pendant will not prevent you from manually looting items listed.
    12. Items obtained through kills by summoned skills do not loot either mesos or items. (Intentional)
    13. Auto HP/MP Potion Pouches will only trigger once per event, regardless of the HP/MP Alert values in System Options.
    14. Triggers for AutoPot include taking damage, 1/1, DoT status effects, mob collision (including missed attacks), and ability usage.
    15. On occasion PetHP/PetMP potion allocation settings become reset.
    16. Pet equips scrolled with speed/jump scrolls do not directly affect the pet's speed.

    Movement:
    17. Pets will attempt to spam jump if you're a certain height above them, but will never teleport if unable to reach you. (e.g. Kerning City Subway)
    18. They will arbitrarily decide to jump off ledges when moving instead of walking off a platform.
    19. When standing right next to a wall, they will spam jump regardless of height.
    20. They will always follow you up and down ropes.
    21. They don't down-jump.
    22. They will not attempt to move autonomously to loot an item until you're standing still.


    The Actual Feedback:

    Summons & Auto-Loot:
    There's already an existing thread regarding this mechanic, but considering this thread focuses on pets, I feel like it warrants being here. In my personal opinion, there shouldn't be a restriction on auto-loot for summons. It makes no sense as a mage main to have item/meso magnet be useless if I want to use an ability built into my class. It's already difficult enough to tell if items are hidden behind walls when grinding, but if I summon my dragon, I risk missing even more potential loot. I could complain more about the other inconveniences, but you get the point. If possible, I propose a server-sided ignore list of commonly farmed AFK items including (Heartstoppers, Lucky Charms, Gold Zombie Teeth, etc). I'm not fully aware of the amount of work it'd require, but storing a list of item ids that are ignored by all pets on a database table to be reloaded into a cache each during each server restart would be preferable to just indiscriminately not looting items or mesos. Said list could be posted on the forums and updated by staff with their discretion. At the very least, allow pets to loot mesos. D:

    Feeding Your Pet:
    I'm not aware of the back-end logic of fullness depletion, but being able to feed all active pets with a single pet food would be a great QoL change. Having to click 18 times to feed all 3 of your pets every hour or so is a bit ridiculous. I suggest two options, A: Allow pet food to feed all pets simultaneously | B: Increase pet food restoration values to 90/100 (and update the description). You can offset the amount by increasing the price of pet food, which I personally won't be upset about because they're dirt cheap anyways. If possible, it'd be nice to not have fullness deplete while pets are inactive/offline, but I can't really justify the work for such a small QoL change. I'd love an auto-feeder equip, but won't hold my breath on one being added due to the amount of work I'd imagine it'd require.

    AutoHP/MP:
    It would be nice to include a client warning message when you're running low on potions that trigger upon each use. The amount could be set to 50 or less potions so that way you won't have to keep potions on a visible hotkey (which honestly is in a terrible spot if you want to pay attention to mob movements AND skill timers). Waiting until you run out of potions to tell you that you don't have one to use is completely pointless if you end up dying the second you run out.
     
  2. Sylafia
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    1. In my experience this is false
    2. Definitely seems right
    3. The hungriest pet is fed first
    4. IDK if this provides a 1 time override, but hungriest is fed first usually
    5. I feel like looting items also depletes it faster?
    10. Yes and this is a good thing
    13. "Event" is a bit jank. Pretty sure MP drain skills don't count as an event or something. Also, damage reflect will trigger it twice (maybe 1x for your attack and 1x for taking damage?)
    14. Hurricane/rapid fire keydown will let you run out of mp. Inconsistently you'll pot before running out of MP.
    15. That's if you open your equip inventory (specifically pet section) without any pets out.
    16. Also they can still take effect when the pet's not out, sometimes.
    21. GMS actually introduced a special pet skill that pretty much lets pets downjump. Helps a lot with looting. Would be nice to see here

    As for your feedback:

    Just make it like event items/lhc totems, but with summons instead of genesis. If summon deals full (or 80%+ if that's easier) damage, pets can't loot. Otherwise, they can.

    I wouldn't want auto feed, as that makes pets just too AFK. Less spammy feeding would be nice though.

    That'd be nice, although I'll personally still use a hotkey for them to see the exact amount.
     
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  3. Succubus
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  4. Green Mind
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    Can /petcome be implemented for all pets (if it is even implemented for the robots now?) to help with maps that have irritating tiny platforms?
     
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  5. Tobi
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    Quick thoughts on 10 and 11: anything other than how 10 works currently would be absolutely awful.

    And for 11 – item ignore does not mean "I never want to loot this item". It means "I don't want my pets to loot this item indiscriminately". Think monster cards, bigfoot toes, etc. It would defeat part of the purpose of the item ignore pendant if you were unable to manually loot the items you have your pets ignore.
     
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  6. Zancks
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    This is what we are aiming for. Please refer to this thread.

    The game is already so easy. It doesn't seem too much to ask for some potion/pet feed management.

    Nevertheless, thanks for your feedback!
     
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