PDA

View Full Version : Bear Boss? LOLOL


IvyBlackrose
01-31-2012, 06:51 PM
ok so i got the bear boss from the boss pack and if its not bad enough that there is even a bear boss to begin with, I put this bear down in my grassy forest to wander around and when he pops out BLAM he has a pet fiery thing that totally DESTROYS the immersiveness of the Bear BOSS LOLOLOL what in the world is the deal with animal bosses having pets? can we please get the option to turn on or off or get rid of these pets on these animal spawners? it totally ruins it.....im sorry this decently looking ghost bear has a fiery tagalong pet burning all my trees oh pleez

msgnomer
01-31-2012, 09:07 PM
<p>I hear you. I have an elite bear conjurer with the fire pet and it looks odd and immersion breaking.</p><p>I've found the pet thing immersion breaking in general as the designers just went with firey things and human female succubus things for pets.  When it's an animal or a non-human species it really just looks wrong.  I was excited to acquire a sphinx and then thoroughly disappointed when it had a human female pet.  It really was immersion breaking.</p><p>I wish they would customize it a bit more, or give us options, or something.  I'd like to use some of those spawners and classes, but most of the time it doesn't fit the theme.</p><p>The other thing that bugs me is the position of it.  As a pet, I would have expected it to follow at the spawner's side or slightly behind.  Instead the pets are always right in front of the spawner, which looks odd.</p>

Iskandar
02-01-2012, 03:07 AM
<p><cite>msgnomer wrote:</cite></p><blockquote>The other thing that bugs me is the position of it.  As a pet, I would have expected it to follow at the spawner's side or slightly behind.  Instead the pets are always right in front of the spawner, which looks odd.</blockquote><p>That's because pets are always summoned in front of the caster -- it's like this with all the player characters when we summon a pet, too. If you give the mob pathing instructions, the pet will wait and follow behind... but the model used for the pets still looks odd for quite a few of the spawner models (like the bears). And sometimes the pathing will look odd too, since the spawned mob will turn and walk right through the pet.</p><p>I buffed a regular drakota spawner up into an "uber named dragon boss" in one dungeon I was working on, and while I loved the look of one spawner model, with the irridescent black scales, I wound up going for a plainer one because the shiny drakota summoned a succubus pet.... which became a hill-giant-sized succubus when I scaled the drake up to "dragon size"..... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

msgnomer
02-01-2012, 09:33 AM
<p><cite>Iskandar wrote:</cite></p><blockquote><p> If you give the mob pathing instructions, the pet will wait and follow behind... but the model used for the pets still looks odd for quite a few of the spawner models (like the bears). And sometimes the pathing will look odd too, since the spawned mob will turn and walk right through the pet.</p><p>I buffed a regular drakota spawner up into an "uber named dragon boss" in one dungeon I was working on, and while I loved the look of one spawner model, with the irridescent black scales, I wound up going for a plainer one because the shiny drakota summoned a succubus pet.... which became a hill-giant-sized succubus when I scaled the drake up to "dragon size"..... <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>I've played with patrolling a bit and it is better than having the pets stand in front, sometimes even overlapping the spawner.  It does create some interesting effects, as they are out of sync.  One path had the succubus pet standing and then running to catch up then walking back.  Almost looks like two independant spawners.</p><p>I discovered the hill-giant succubus too.  I imagine there are scenarious this could play out ok, mixing up cyclops and oversized succubus for instance, but mostly it's odd. </p><p>I really wish there were choices.  The fire pet doesn't work all the time, and the succubus model is getting really old.  I never favored it to begin with and it looks downright creepy to me when you have some non-humanoid species ordering a female succubus about.   Although I suppose if I could find a necro slug, I could call it jabba junior or something.</p><p>If giving the players a choice of pet models isn't feasible, I would be ok with having the spawners have a random pet when placed.  Then, you could try again if you didn't like the pet that was placed.</p>

Memlan
02-01-2012, 01:17 PM
<p>yea the pet ruin the spawners. i have for example aITEM -1378785635 -67461343:Crab (Conjuror) (Limited)/a from aITEM 80113279 -1457999654 0:[The Wrath of Tunare - Booster Pack]/a i want to set the crab in nature setting and it look so wrong with a pet infront of it. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>i wich teh summoner class was limited only to certen spawner or that the designer in buildning mode could right click mob and choose class for it.</p>

Iskandar
02-01-2012, 01:49 PM
<p>Having a "Pet Style" option that lets you choose from a list of pet models wouldn't be too bad imho. They could have options for pets like willowisps, fairies, treants, and other more theme-appropriate models (if you have an undead crypt, you could set all your pets to be skellies, ghouls, or other undead... for a nature theme, willowisps, golden fairies, blue-green fairies, treants, bear cubs, or other natural mobs... etc). The functionality of the pet would remain the same, just the appearance would be flexible.</p><p>Pet Theme Packs could be a new thing to sell for Dungeon Marks, too! <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p><p>And I would also suggest that the pet size either be locked to a single size or be adjusted separately from the spawner, so we can change the size of our spawner mobs without having hill giant pets (or baby Fae, if you go super small with your spawner <img src="/eq2/images/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" />).</p>

Cyliena
02-01-2012, 03:47 PM
<p>One of my elemental wavy mass spawners has a HUGE pet as well, it really looks silly.</p>

msgnomer
02-01-2012, 07:01 PM
<p>Some good ideas in here for a current limitation of spawners and their pets.  I hope someone is at least looking this thread over.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

feldon30
02-02-2012, 05:28 AM
<p><cite>msgnomer wrote:</cite></p><blockquote><p>bear conjurer</p></blockquote><p>I think we've identified the real problem. Did he/she go to the Qeynos Mage Academy to become a spellcaster? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

msgnomer
02-02-2012, 12:46 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p><cite>msgnomer wrote:</cite></p><blockquote><p>bear conjurer</p></blockquote><p>I think we've identified the real problem. Did he/she go to the Qeynos Mage Academy to become a spellcaster? <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>No, I think it was the one in the woods just outside of Kelethin....  but you really do have an excellent point.  <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /> </p>

msgnomer
02-02-2012, 12:50 PM
<p><cite>....double post deleted</cite></p>

CharlieMim
02-04-2012, 08:26 PM
<p>Yeah I did a feedback about this about two weeks ago... Not happy about the Conj pets. I mean they are so generic anyway that it takes away from the coolness of which spawner is <em>actually</em> being placed.</p>

Neskonlith
02-04-2012, 09:24 PM
<p>You'd think the bear would spit out bees, or cough up some salmon if it had to have pets!</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>