Pets in TES V?

Post » Fri May 27, 2011 1:03 am

Have pets to a certain extent like a specific job it can do like carry some inventory also attack or defend.
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Karl harris
 
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Post » Fri May 27, 2011 2:28 am

I say yes to pets but pets that are specific to different races. (ie. orc- large animals like bears) but the larger the animal the more difficult it is to aquire.
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Baby K(:
 
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Post » Fri May 27, 2011 2:06 pm

There have been several threads on the subject that explain why not. One word: resources. They get drained if you're going to do the thing properly. I don't want a gimmicky Fable mechanic that is completely hollow and provides no real weight. Nor do I want the same amount of resources for a faction quest-line go towards being able to get hitched to random NPCs.

As for pets, if it's going to be a "feed and care for it" type of thing, then no. That's quite a bit of AI and options that could translate to better use somewhere else. If it's a companion simply using AI packages that already exist, then OK.

Even though I'm quoting an old post I have to say I compleatly agree with 'ThatOneGuy' s motive. I would hate to have a pet thats just trouble and I especially don't want a pet that's just a trouble in a game. I voted yes, but they would have to make it extreamly realistic for me not to complain. :shrug:
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carla
 
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Post » Fri May 27, 2011 1:02 am

The real question is: what kind of pet would you want? Dog/wolf? Cat? Boar? Bear? Scrib? Nymph? Bosmer?
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Sian Ennis
 
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Post » Fri May 27, 2011 3:59 am

The real question is: what kind of pet would you want? Dog/wolf? Cat? Boar? Bear? Scrib? Nymph? Bosmer?

Ooohhh good question. I would personally choose dog, wolf and cat because if they let you have pets they should let you have more than one. :celebration:
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Cathrin Hummel
 
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Post » Fri May 27, 2011 12:38 am

I don't see why pets SHOULD be added to the game when there is so many other things that would contribute far more to the Elder Scrolls experience than some stupid animal of whatever sort.

The Elder Scrolls isn't about simulation or even downright realism. Something like pets is best left to mods, otherwise it'll just be fan-service. TES is more about a richly detailed world and how the character interacts with or affects that world, and how that character defines his or herself in it through the events of the game. Morrowind was just as much about the province as it was about the Nerevarine, but in regards to the Nerevarine, it's not about what pets they had or who they dated or who they were friends with. That's not the kind of roleplaying the Elder Scrolls brings to us. The focus on the Nerevarine was primarily in the definition of their role in Morrowind in relation to the events that unfolded (be it in the main quest or Great House quests, Morag Tong, whatever) and the province itself, and the roleplaying was brought out in how you defined that role. What skills did you use and develop to accomplish your goals? What choices did you make? What factions and people did you or didn't you align or associate yourself with?

Something like pets adds nothing to this model. They are simply not within the focus of the Elder Scrolls. It's not that kind of open-world game. In fact, I may even go so far as to suggest that Elder Scrolls games have more focus on the world your character is in rather than the character itself.

If the Elder Scrolls as a series is to improve, then the focus needs to remain where it is, and it needs to be improved upon within that focus. Otherwise, when that focus is lost, it'll just turn into another game that doesn't know what it wants to be. It'll too quickly become quantity over quality. When you start adding things like pets, dating, and all that stuff, then it becomes more for the sake of adding them and the series starts to fail to achieve the experience it originally aimed for.

Just my two cents. Apologies for any redundancy or lack of clarity.
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:)Colleenn
 
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Post » Fri May 27, 2011 5:57 am

And how exactly does the lore prevent pets being introduced in TES? And why would it not work?

Is this thread repeating itself or something? I know I saw a post like that few pages back...anyway, to everyone who still forgets it: PETS ALREAD ARE IMPLEMENTED IN TES GAMES!!! There were more than a few in MW (rats, a guar etc.), the fact that only horses were availble in OB means nothing...
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jenny goodwin
 
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Post » Fri May 27, 2011 9:40 am

Is this thread repeating itself or something?

People do not read all the comments from any threads but the OP, the comment below the OP, and the last comment.

Of course, pet already exist in TES, but I RATHER not want to it see to the point where they start adding features just for pets, like a skill for using pets or feeding the pet or only Race/Class A can use pets.
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Greg Cavaliere
 
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Post » Fri May 27, 2011 6:47 am

People do not read all the comments from any threads but the OP, the comment below the OP, and the last comment.

Of course, pet already exist in TES, but I RATHER not want to it see to the point where they start adding features just for pets, like a skill for using pets or feeding the pet or only Race/Class A can use pets.

that I second, pets should onle be used for RP, carrying and as mounts(and no lore-breaking ones...).
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Jessica Phoenix
 
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Post » Fri May 27, 2011 2:41 am

Pets would be cool.
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ashleigh bryden
 
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Post » Fri May 27, 2011 3:38 pm

Dogmeat ftw.
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Roddy
 
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Post » Fri May 27, 2011 7:51 am

Exactly why would they be restricted to certain classes? Doesn't that go against TES style (as of Morrowind)?
I would like pets in TES 5. But I'd hate if they were all combat related. Only a few that could help in combat would be great.
Bunnies and kitties and whatnot, just for show. And maybe birds that can help you find your way? Or just for show? I'd wouldn't mind.
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Matt Terry
 
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Post » Fri May 27, 2011 1:35 am

I like Dogmeat in fallout 3, it was a nice display of how incorporating animal companions could be done, he's skills was also useful, and shows that an animal companion doesn't have to be useless.

I don't want a pet, in the sense that I have to take care of it, but animal companions would be nice.
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Jack Moves
 
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Post » Fri May 27, 2011 11:12 am

Yes, and it should be done the way it is done in Dungeon Siege 2

You should also be able to recruit party members :)
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Stu Clarke
 
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Post » Fri May 27, 2011 2:27 pm

I voted in the negative. It's a function I see as largely unnecessary.
If I want to play with my pet, I'll go outside.

Maybe if charming someone or something into a pet by way of magic were possible then... xD
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Kevan Olson
 
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Post » Fri May 27, 2011 10:42 am

i like the idea
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Stephanie Kemp
 
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Post » Fri May 27, 2011 5:37 am

There had better be pets in TES V.
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Nathan Barker
 
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Post » Fri May 27, 2011 3:48 am

Maybe there could be magical pets, like a "enchanted" raven that would scout for you, telling you where the traps and enemies are.
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Taylrea Teodor
 
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Post » Fri May 27, 2011 3:28 pm

I thought dogmeat was done pretty poorly. He kept jumping in front of my gun and died I dont know how many times. The first time i sent him off to go look for items he never came back. I found him milling around some ants nest looking like he'd been standing on that spot for a week. So I played with him more and as I was facing harder enemies he was dieing more and more, untill I finally got fed up and sent him home, then after a while I went back to get him and sent him on another item hunt, and he never came back.
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Ruben Bernal
 
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Post » Fri May 27, 2011 8:18 am

I would either want to have a pet Ogre, or a pet Billie (Land Dreugh).
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Flesh Tunnel
 
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Post » Fri May 27, 2011 11:02 am

Yes but only to certain classes, like the Hunter in WoW. Could be a really cool skill to train, but you would need to have taken that skill as a major therefore that not every class could have a Pet. Or like if it was in Oblivion as a skill, if taken as a Major skill you would need be at level 25 (which you would get once you take it as a Major skill) or if it was Minor skill you would need to be level 50 till you can own/train a pet.

Would be interesting and add a new way to play the Tes series.
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Matt Terry
 
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Post » Fri May 27, 2011 4:26 pm

It is called "conjugation". I think they should extend the times they have for it though, for it really pisses me off when my best goes away in 30 seconds. However, not everyone is a mage and you can have assassins follow you (assuming you finished the Dark Brotherhood) and the same with mages for the mage's guild. I will go with for some classes.
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Daramis McGee
 
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Post » Fri May 27, 2011 6:41 am

It is called "conjugation". I think they should extend the times they have for it though, for it really pisses me off when my best goes away in 30 seconds. However, not everyone is a mage and you can have assassins follow you (assuming you finished the Dark Brotherhood) and the same with mages for the mage's guild. I will go with for some classes.

Don't forget that if you do a quest for an orc in SI you get a pet skinned hound, coarse he dided in like two minutes and he got left behing al;ot, he was technically a pet, a very shortlived pet....
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Katharine Newton
 
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Post » Fri May 27, 2011 3:46 pm

Except ya comparing something that is a huge into the game (skill) to something that is easily not exist at all (pets). Oh, and mercantile skill, in Morrowind and Daggerfall, was an interesting skill to use to buy things cheap and sell things at a higher price. The resource for pet could be use to enhance the mercantile skill, because major or no, everyone uses that skill.



I'd gladly just buy / sell things for a certain price and exchange mercantile skill for a working pet system simply because TES hasnt had anything like this yet and all the haggling gets old sooner or later... not as deep as a simulator or WoW hunter pet with all unique talents and skills but something more than a pack rat following you around. Having the option to feed it and perhaps giving your pet more advanced combat commands like blocking hostile creatures (tanking) from coming close to you or attacking spellcasting NPCs

By the way are there any druidic cults or circles in TES? There are mages warlocks priests and all that but no druids who use nature magic?
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Alycia Leann grace
 
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Post » Fri May 27, 2011 1:42 am

I'd gladly just buy / sell things for a certain price and exchange mercantile skill for a working pet system simply because TES hasnt had anything like this yet and all the haggling gets old sooner or later... not as deep as a simulator or WoW hunter pet with all unique talents and skills but something more than a pack rat following you around. Having the option to feed it and perhaps giving your pet more advanced combat commands like blocking hostile creatures (tanking) from coming close to you or attacking spellcasting NPCs

Sorry, but... Ick. Simulator? Feeding it? Extra combat AI packages? And you'd be willing to trade the whole mercantile skill for that? If haggling gets old sooner or later, the don't use mercantile. Many people have used it in past TES games to further accent their character and find it to be incredibly worthwhile. TES hasn't done anything like that yet because TES focuses on the single entity of the player. It doesn't need to descend into a party system or a virtual simulation game.

By the way are there any druidic cults or circles in TES? There are mages warlocks priests and all that but no druids who use nature magic?

No. In TES, magic is magic is magic. It all has the same source, and there are no unnatural distinctions. There's lots of cults, and some are more in tune with nature than others. But there is no "nature" magic category, just like there is no "mage" magic category, "warlock" magic category, or "priest" magic category. Even the classification of magic schools is an artificial and arbitrary division in-game.
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Anthony Santillan
 
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