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Do you think pets should be improved?


Do you think pets should be improved?   

95 members have voted

  1. 1. Do you think pets should be improved?

    • Yes
      82
    • No
      13


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Yes, how? Just change it so they are hungry less frequently. (or not at all).
If you do get a trait (like scrappy) you can feed it some kind of food to reset it to baseline. As it currently stands the rate of decay is too slow to realistically transition. 9 times out of 10 it is faster to just abandon and get a new one.
Should they get bonuses that impacts gameplay besides being visually cute? No.

I'd actually like that they keep the hunger system of critters. On a personal level I've built a character side perk around this mechanism to make their trait type and fullness an advantage. That's not to say that only I need it, but from what it is now, it doesn't need so much more to be practical for anyone... starting by giving each critter a fair perk, and just like the mothling : scale / toggle the effect with hunger, it would be all fine, I've already made some modded critters and it's so handsomely cute to have them being helpful in a way.

Outside of the hunger, some sort of pet house to leave / retrieve them somewhere while they wander around (basically like the kitcoon thing) would be excellent. Wouldn't say no for toys or minigames with them too, but well is probably a lot more asked, maybe for a... more fitting sort of event...
 

Spoiler

RIGHT ?

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Also some players complain about their begging and other sounds, I'm one of them (I of course use a mod), and to that I don't think a change from the critter is required but changes to the sound options like I asked dozens of time, we need a more customisable volume mixer menu to handle such things.

I think the interacting with them should be improved. I would not want to make them useful minions. They should stay useless and cute. I mean , pets could look frightened when a monster agro to owner. they could shiver in winter when they are not near to a heat source and will languish in summer when they are not near to a cooler source. They should have passive interactions with player and environment.

I think it would be cute if the giblet functioned like a birdcage bird and gave back seeds when fed crops. Or like at 50% chance since its a gluttonous baby. 

Other than that increasing the time between begging cries would be nice. Wiki says theres a mechanic to increase this time to 5.5 if u feed it at a specific time (between 20 and 50% of its hunger) but thats so cryptic, how would u even know when that is? 

Time between begging should depend on the hunger value of the food given.
And each pet should have their fav food(s) that keep them fed for a reallyyy long time. 

Anything really, though personally ever since Year of the Catcoon I've wanted some of the things available for the Kitcoons such as the "abandon" option which is really more of "sit and stay" kind of command in my eyes.

The Kit Collar would be able to work on critters relatively the same way, use it on one and give it a name, but maybe with an added benefit of some sort, like locking in their traits they gain or reduce the crying and begging for food as much.

(These things sort of make sense for a pet you'd train and eventually put a collar on I think? :wilson_curious:)

9 hours ago, ADM said:

-snip-

Personally I don't think critters should benefit the players in anyway (The moth does but hardly). They are cute and optional. I believe it should stay that way, just some passive thing that puts a smile on your face.
The volume adjustment would be great. I don't dislike when my Teeny Kitkit begs for food, what I dislike is the frequency. I feed it something then 3 minutes later it begs again.

Perhaps have them provide small perks akin Mothling (aka giving light when satiated)?
Likewise their traits could secure additional perks (ex.: let's say + 1-3% additional damage for Scrappy trait, + 1-3% build speed for Crafty, + 1-3% Sanity regeneration for Playful and + 1-3% hunger reduction for Well-fed)?!
Also dialing-down their hungry cries would be most-welcomed.

On the con/balance side, maybe if they starve for a certain time period, they really perish?!

Each pet could have a special skill (like the moth, wich is glowing). 
Warm bonus for the dragonfly, attack or defense bonus, boat speed or some usefull perks like giving seeds, manure or other stuff.

also, it would be cool to have an underground pet den to adopt some new friends : baby rock lobster, worm, slurper, snail or monkey... with some cool perks too.

4 hours ago, goatt said:

I may want to adopt more than one pet, make them live next to each other, build them a home and furniture, put food source near them, instead of getting followed by them all the time.

It would be SO cute to have something akin to the kitcoon nursery where you can drop off pets! As a player who loves base building (and never gets pets), this would totally incentivize me to use this mechanic. 

It'd also be great if whilst dropped off at the nursery, you were able to adopt another creature, but maybe keep the limit of one follower at a time. And what if there were some sort of feeder that just automatically kept them from screaming for like 5 days before needing to be "Refilled"? I love the idea of building a DST zoo and this would make it so much cuter/cooler.

At this point, any change would be nice. People might use them more.
Addressing the noise in some way is essential I think, be it through a specific sound option or...just the ability to leave them somewhere without completely abandoning them.

But for something that's with you all/most of the time once you get it...I think more ways to interact with them/varied behavior would help. Names, natures affecting a bit more...heck, something as simple as alternating the hover option between Pet and Scritch.

They don't necessarily need important mechanics, though I wouldn't turn down a little something extra for the literal child of a raid boss...they just need a bit of help.

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