QOL Suggestion: Don't add pet decay, or add items that can fully restore it.

QOL Suggestion: Don't add pet decay, or add items that can fully restore it.
This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
Just keep the pets as they are. Don't add decay.

Alternatively, make a bio-engineering recipe to fully restore them, so as not to risk their usefulness/business potential
Justification
Player characters can revive infinitely, so why can't pets? I don't see why we can't have the best of both worlds on some level.
Motivation
My motivation is QOL for creature handlers but also a little personal.

I have always loved creature handler but was always at odds with the vitality system. I especially hated the reduced efficacy of pets with every 25% vitality lost as it really made keeping pets beyond that point sub optimal, and the pets felt merely like tools and not like friends.

I tried playing another server that uses the beast mastery system but my partner refuses to play on any NGE/post-CU server so I have been searching for a compromise.

Thank you for reading. :)
I've actually been looking for something like this exact server for a long time, but was told pet decay (more commonly known as Vitality) will be added eventually, and it really kills creature handler for me.
 
This suggestion has been closed. Votes are no longer accepted.
There has been no real discussion or details on how this would even be implemented. The only thing that has been communicated is that at some point in the future - it's coming.

This is a much larger discussion than the preference of CHs.

You have an entire profession that is primarily dedicated to making pets. It is the equivalent of saying that weapons shouldn't decay or armor shouldn't decay. We've seen what happens over time when people continue to make pets but after CHs purchase their pet, there isn't much of a reason for return business. This wears economically over time - and a profession that caters to incoming players only is not sustainable or healthy.

Things can certainly be mitigated by making more pet families viable, skill rework, stat rework, etc.., but regardless as time goes on, if pets never die, economically Bio Engineers will fade as the demand for pets will level out (like it has the past year+).

This server is awesome. Adding some sort of pet decay will not change that. We could have 10,000 people upvote and agree with this - but the devs have been clear of their vision on the topic. As a community - we just need to be open to change, understand the bigger drive behind these changes, and provide input when the time comes.
 
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To Phils point, there are what 300 pets sitting there on vendors with no need to replace what you already have.

I would hope a system comes in which doesn't gimp the pet but does give it a life span through possibly age or damage taken.

Appearance Mutations should be different due to the difficulty to create and price tag and maybe a 5x whatever normal pets life span is. Maybe per mutation is a multiplier.
 
Pet decay leading to pet perma death or the pet being not as good is a bad idea in my opinion. I have a lot of rare pets from the slayer collections that I can not get again. Pet decay with ways to fully restore the pet to 100% of what it was, is a good idea. It will help out BE or whatever profession is chosen to be able to restore pets.
 
Pet decay leading to pet perma death or the pet being not as good is a bad idea in my opinion. I have a lot of rare pets from the slayer collections that I can not get again. Pet decay with ways to fully restore the pet to 100% of what it was, is a good idea. It will help out BE or whatever profession is chosen to be able to restore pets.
Forgot about the slayer ones. Yeah that makes it really tricky.

But I still think non reward and mutations should be different to normal pets or pet making is still dead and pet recovery packs is the onlybthing they make. And I'm sure that not why they became be.

Damn it's such a difficult balance to sort out.
 
Pet decay leading to pet perma death or the pet being not as good is a bad idea in my opinion. I have a lot of rare pets from the slayer collections that I can not get again. Pet decay with ways to fully restore the pet to 100% of what it was, is a good idea. It will help out BE or whatever profession is chosen to be able to restore pets.
I don't anticipate this being an issue. This is good feedback. I can't picture a scenario where things are taken away permanently - especially if some of these are limited. It will not be a knee-jerk fix. There will be thought that goes into big changes.
 
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Something made by BE applied by ranger maybe?

I just still want to see a need to make pets. So maybe just adding more pets fixes that.?!?
 
Something made by BE applied by ranger maybe?

I just still want to see a need to make pets. So maybe just adding more pets fixes that.?!?
I love buying new pets and leveling them up. What has stopped me is the datapad limit. I don't have anymore room. I have a full beast encoder in my house as well. I am not placing another house just to have another beast encoder. So if I had more room I would absolutely be buying a lot more pets.
 
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There has been no real discussion or details on how this would even be implemented. The only thing that has been communicated is that at some point in the future - it's coming.

This is a much larger discussion than the preference of CHs.

You have an entire profession that is primarily dedicated to making pets. It is the equivalent of saying that weapons shouldn't decay or armor shouldn't decay. We've seen what happens over time when people continue to make pets but after CHs purchase their pet, there isn't much of a reason for return business. This wears economically over time - and a profession that caters to incoming players only is not sustainable or healthy.

Things can certainly be mitigated by making more pet families viable, skill rework, stat rework, etc.., but regardless as time goes on, if pets never die, economically Bio Engineers will fade as the demand for pets will level out (like it has the past year+).

This server is awesome. Adding some sort of pet decay will not change that. We could have 10,000 people upvote and agree with this - but the devs have been clear of their vision on the topic. As a community - we just need to be open to change, understand the bigger drive behind these changes, and provide input when the time comes.
I think that a very important comment, the community just needs to get used to the idea of change.

Whilst I don’t always agree with the devs decisions at times, I do see what they do been the best for the longevity of the server.

I have confidence that any changes would be done in a way to not alienate population and make the game worse.

I would like to point out though, that a BE crafts meds, enhancers for doc and cm as well as nutritionals for chef.

I am not convinced that BE do not have ability to make cash in alternative ways aside from making pets. As ultimately BE is highly desirable consumables.
 
I believe pet decay would add to CH rather than detract from it. For example, basically anyone can solo the ORF on mustafar by having their pet/droid agro the ancient tulrus/xandank, run in interact and run back out. I’ve personally done this. I would like to see pet decay based on pet death. Maybe 1% loss per death with an item to to restore vitality to full-1%. So with a new pet and using vitality packs you would go from 100% to say 5% (95 pet deaths) then use a vitality pack that would take vitality up to 99%, the. 98% and so on so forth. I feel if the vitality packs were difficult to produce (perhaps loot related similar to mando/DWB parts), then people would use vitality packs to make their mutations last longer but would have to weigh up the price and time investment in buying and levelling a new pet or just using a pack.

This would also bring in a market for CH tamed grinding pets etc and wouldn’t necessarily be 60pt or bust.

Also I feel that it would enchance the gameplay of CH as you would be actively trying to avoid your pet dying rather than it sometimes being sacrificial like in certain instances. Increasing the skill ceiling of the profession whilst also providing all the utility to new/casual players it already has.

I would also add that perhaps there be an item similar to moof mud that negates vitality loss during PvP

Alternatively, and more content (yay!) have some system similar to DWB crafting where when your pet reaches 1% vitality (permadeath) you can go through a group instance of some kind with specific professions (similar to base busting) to extract the DNA of your beloved pet and create a clone which could either restore your pet to 100% vitality. Or give you an identical new pet. Useful for keeping stat and appearance mutations, keeping other professions codependent on CH and vice versa
 
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I believe pet decay would add to CH rather than detract from it. For example, basically anyone can solo the ORF on mustafar by having their pet/droid agro the ancient tulrus/xandank, run in interact and run back out. I’ve personally done this. I would like to see pet decay based on pet death. Maybe 1% loss per death with an item to to restore vitality to full-1%. So with a new pet and using vitality packs you would go from 100% to say 5% (95 pet deaths) then use a vitality pack that would take vitality up to 99%, the. 98% and so on so forth. I feel if the vitality packs were difficult to produce (perhaps loot related similar to mando/DWB parts), then people would use vitality packs to make their mutations last longer but would have to weigh up the price and time investment in buying and levelling a new pet or just using a pack.

This would also bring in a market for CH tamed grinding pets etc and wouldn’t necessarily be 60pt or bust.

Also I feel that it would enchance the gameplay of CH as you would be actively trying to avoid your pet dying rather than it sometimes being sacrificial like in certain instances. Increasing the skill ceiling of the profession whilst also providing all the utility to new/casual players it already has.

I would also add that perhaps there be an item similar to moof mud that negates vitality loss during PvP

Alternatively, and more content (yay!) have some system similar to DWB crafting where when your pet reaches 1% vitality (permadeath) you can go through a group instance of some kind with specific professions (similar to base busting) to extract the DNA of your beloved pet and create a clone which could either restore your pet to 100% vitality. Or give you an identical new pet. Useful for keeping stat and appearance mutations, keeping other professions codependent on CH and vice versa
But I can solo the ORF without a pet.

🫣

I am not sure that’s a requirement for a fix.

But way i see it is that a pet costs 1.5m ish for a be 60pt; a top of the range gun costs around 600-900k (which can be repaired 3 times) then there is the sea cost (slicing normally is included in price)

You need to level the pet, then level BBF. This in itself is very costly on a players time.

If pets die, then just make pets more like weapons. They are already at max level and have BFF level on hatching for a master CH.

Then have their life, be very similar is the life of a top tier weapon durability but increased considering the additional costs involved. I don’t believe this should be based on dying but damage dealt (just like weapons) also have mud (for pvp) & other durability reduction buffs apply.

Problem is solved.
 
I'm going to close this because we have already decided that decay to pets and droids will be added, which includes some incremental decrease that eventually results in the death of the pet. How that happens and the nuances involved, however, has not been decided, and won't be on the table for implementation until mid-2024 (at the earliest). We'll work with the Senate and share updates on this as we go for feedback, similar to the process we've used for navigating the implementation of Space decay.
 
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