New page needed
- Are you prepping a new generic page for Cosmetic Pets? - we need one.
- It looks like you have a good start.
- Added with the Spring Festival are a couple of Shrews.
- Note that there is a new command (un advertised) /cpet
- /help cpet
- usage: /cpet < rename <name> >
- rename - renames the cosmetic pet you currently have summoned to the specified name
- TTHTI - Winfola
- Q7 - Will you be expanding on the /cpet commands for cosmetic pets
- Yes, they will be. The /cpet command was put in solely as a temporary measure so that players would have the ability to rename their pets while a proper UI is being worked on. There are a lot of plans for cosmetic pets. It’s pretty cool and very interesting and he thinks we will like it a lot.
Added info: when I tried to use /cpet command, the format came out as /cpet < rename <name> | tricklist | <trickname> > Has anybody got any idea what the tricks are (if they exist yet) ? —The preceding unsigned comment was added by Agathriel (Contribs • Message • Email) at 28 November.
- From what I can tell, this was a "cute idea" which Turbine Devs had before they got laid off in December 2013! i.e. before the major changes to Turbine's direction were instituted in 2014. I suspect that this, like a number of other changes which were "in the pipeline," have been delayed, probably indefinitely.
- I should add -- the "game mechanic" for both the Huorns and the Shrews is a pure Random drop! -- despite the need to complete a particular quest.
- See also:
- Wm Magill - Valamar - OTG/OTC - talk 22:40, 30 May 2014 (UTC)
Some more notes:
U13 Preview Tour 03/04/14
Questions about cosmetic pets
- Q Will cosmetic pets be usable in raids and instanced spaces, or will that be disallowed
- jwbarry – They can be used anywhere. They are working on iterating the tech. This is the initial version where the pets mirror the tech of LM pets, where they are actual server entities. The implementation for a future update, which they are currently working on, switches them over to be purely client-side, so they aren’t real, you can’t even click them and the server has no knowledge that they exist. That is changing some of their behaviors, and what they can and cannot do with them. They disappear when you mount up, but they may not disappear when you get into combat because the server doesn’t even know that they exist so there’s no need to. They won’t be targeted, they won’t have health or any of that other kind of stuff. They’re looking into a client option to disable them, so in raids if you are worried about performance. They will likely not be allowed in the Ettenmoors. Entertainingly they are currently dealing with an issue where they don’t swim. The notion of a water volume is a server type thing, so the pet doesn’t know about it, so they try to make the pets float, and the engineer who was working on it was showing it to him and he’d get about halfway into a pond and follow him about halfway and then beeline for the shoreline. And the pet is only aware of the movement path the character is taking, so the engineer has no idea how the pet is moving autonomously and knows where the shoreline is.
- Rowan – They don’t like to get wet
- MadeOfLions – Thinks that sounds amazing and he loves it.
- jwbarry – It’s a system that they’re excited about. There’s a lot of potential for rewards, for collection, for some fun bits. He says we shouldn’t expect anything sentient, they’re trying to pay attention to what makes sense to follow us around, to try not to step on the toes of captains and LMs, and what makes sense with the lore, and occasionally nudging against it if something looks and seems cool enough.
- Sapience – Just wants to clarify, these are purely cosmetic pets, they’re not combat pets, they don’t replace any classes existing pets, they are just purely cosmetic.
- jwbarry – That’s correct. In fact, Lore-masters who have existing cosmetic pets will find that they can have both their pet and this pet out at the same time.
- Rowan – Not with this update, but with the following update?
- jwbarry – Clarifies that right now the pets are in separate channels, so if a LM had their bear out, they could have the bear and the huorn out. If they had their squirrel out, they could have the squirrel and the huorn out. And with the future limitations they are not looking to change that. They are looking to preserve that behaviour. So one of the cool things about being a LM is that you get two guys to follow you around, not just one.
- Sapience – Assumes the same would be true for captains, if they had their heralds out.
- jwbarry – Confirms that is correct.
- Sapience – Asks about after U13 when these change over to client-side, will that mean other people won’t be able to see our cosmetic pets, or is that just a way of handling the load on the server?
- jwbarry – That’s really just a way of handling the load on the server. There is a little bit of server information, but rather than the server tracking basically a monster that is following you around and doing all this stuff, instead it just tracks the property of what the pet is that all the clients should use to create for you, and then all the clients do their own simulation of that pet. Everybody will see yours and you will see theirs.
- Sapience – On creep-side, can they look forward to cosmetic pets in the future, say a baby warg for war-leaders?
- jwbarry – That’s currently undecided. They want to get the system rolled out first for freeps where they understand the technology a bit better, because creeps are basically session players and they behave in a slightly different manner. A lot of it will be how the pets are perceived by the player base, how that works out, and how strong the demand and interest for it is.
- Sapience – But wouldn’t having a bunch of cosmetic pets in the Ettenmoors create a bunch of extra problems with rendering speed and lag issues in addition to the lore master pets and all the other pets that are already out there?
- jwbarry – There will be a client-side option to disable them so you won’t see anybody’s, and depending on where they go with the creep ones, up until the point where they do potentially release creep cosmetic pets, he would expect that freep cosmetic pets will be disabled in the Ettenmoors period.