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Ideal Taming adventure?

Posted: Wed Jul 02, 2014 9:09 am
by seiferzero
Hi there!
I saw today a tweet by Jeremy that asked our ideal taming adventure…
so i thought: there are many taming adventure we can suggest, i personally really like the idea to find in the world hidden special pets (like sha-touched sfx or unique models)- and by hidden i mean like NPC Scotty in MoP, do you remember him? secret passages, hidden zones… his hideout was REALLY cool (and difficult) to find..so if they can add this mechanic with the tracks or other things it would be really amazing, what do you think? :headbang:
I mean, some misteries, hidden passages, hideouts and pure exploration for taming special pets could be only a pro IMHO
and some attention to the details, like hidden small buttons that opens secret passages that brings you to a quest objects that teaches how to tame a particular beast type, or find an hidden beast cove.
Another cool spot was the "conan" Crypt in badlands! so, if they put in every region one or two of those secrets (like old Tomb Raider Secrets XD ) you can learn how to tame more beasts (or find new beasts in those secret zones)

EDIT: just to clarify, the is no need of put a big amount of work doing that hidden zones, as only for a single class. because the trick is to find a right alcove and put decorations/furnitures/trees etc to hide the entrance, so i think it is quite easy and fast to do. Also this is only a piece of a puzzles, this, with other cool mechanics i've read on twitter, for bosses etc, could add only new deep in this taming process

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 12:35 pm
by PrimalTazza
I think it'd be really cool if we had to do a little something to "open up" a pet for us to find. A way to keep it phased from other players to prevent it from being killed, and only appear to hunters that've done, say, a specific quest-line or performed a specific act (does not have to be a quest-line made just for hunters, mind you). Like the tauren in Bloodhoof Village who talks about Mazzranache, talk to him, hear his story and bam, Mazzranache will now be able to appear for your hunter. Or if you get far enough in the Proving Grounds, get the option to buy a scroll that puts the ghostly blue effect on a pet of your choice or the option to tame a pet with that effect already. Or maybe, they could do mini-scenarios that are solo for each class, and they unlock different things for each class as well as measure their skill. Warriors, being the weaponmasters they are, could get transmogrification options for weapons or armor that isn't normally in-game or obtainable, like the Northrend weapons we never saw because the Drakkari and vrykul raids never made it. Hunters could get pets or visual effects for their pet, warlocks could get something similar, like a bony hellhound in place of a fel stalker, or the "vile familiar" imp model that lacks horns and wears a vest! The challenge tames and tracking were great ideas, just not executed well. I'd be happy if they touched on those again and did them a little better.

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 1:30 pm
by Makoes
I liked the track taming the best. I found it be be more "active" and fun then the "lets sit in this spot for 6+hrs waiting for this beast to spawn, oh it got killed, lets sit another 6+hrs and try again" camp...HATE that.
With the Track taming, we could actually DO something to "hunt" down the beast we wanted, then had to figure out how to get it to appear, then tag/tame it. The only thing I could suggest would be to add a little more to the Tame part once we found the pet...like have it react to us either fight or flight, fight ones could be worn down to a certain % and flight ones would be tracked a certain amount of times to wear them out. "this beast is to tired to flee".
MMORPG...lets actually get immersed in the world with fun mechanics!

I am also for class quests making a come back! rewards being mog weapons/Shields (have several choices of rewards), tombs to change or teach pet classes (hunters/locks) new beasts/minion forms. I really want to feel like my Class means something!! I want quests tailored to my class, that require MY skills to complete, not just a generic dps amounts or heals.

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 2:03 pm
by seiferzero
I don't know if you have met Scotty in MoP: for me, if they replace Scotty with a special beast to tame (just an example), and do this mechanic for 5-6 different beasts around the world, in junction with the track game OR something quest related i can explode happy. :mrgreen:

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 6:35 pm
by Xota
For a special tame, I think an hour or two respawn rate is not out of the question. When they are up all the time, it's nothing special to run across them. The tracking thing was kind of interesting. The first time. And I expect I'm in the minority here, but a hunter-only mob seems too much like it's just being handed to me. Plus it means there's a lot less cooperation possible in general or guild chat. I've spotted Maddexx for guildies before (and vice versa).

I like the occasional gimmick tame. Stacking haste to get King Krush while Bestial Wrath was up was the fun part (staying mostly in the same zone for months was not). Aggroing Banthalos and surviving the fall was fun too. Sometimes I look for him just to try to tame him again. But when it gets too complicated, and increases the chance of getting ganked (or tamee getting ganked) by a lot, then that's not an ideal taming adventure.

In short, I like variety in the challenge. I would like more. Like if there was a particularly hard challenge, but to find the beast you got some horn that summoned, that could be interesting. Especially in a pvp setting, like a unique skinned pvp-oriented pet that you had to tame while being a flag carrier in the middle of a non-wargame WSG.

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 6:58 pm
by Xella
To some extent, the molten front spiders feel the most like the original Lok/Rhok questline mobs to me, and (nostalgia glasses firmly in place) I still have very fond memories of that. I don't feel like "whittle this mob down to X%" is a very interesting mechanic, except that you may reach a point where you have to be super careful because X% is way too close to 0% with the damage you do (anyone who's ever tried to do that nether ray wrangling daily out in Ogri'la after it was current content knows how frustrating that can be, nevermind all the lower level quests that require you to do to the same thing), but having to kite a mob for X amount of time is something we've been doing since classic. With the introduction of solo scenarios, that seems like the ideal setting—I can't count the number of times I'd be wandering down the road in Winterspring when someone would "helpfully" attack the tauren or whatever it was in WS and I'd have to start over. I was not especially thrilled with the taming method for the Dustwallow Spirit Wolves, because it required me to find a heroism friend and convince them to come help me tame it (then again, that wasn't an intentional challenge tame so it shouldn't really count). I don't like inconveniencing friends or strangers and I don't really like begging for help in guild/general chat, haha.

Things like having to hit a pet with a succession of traps according to some visual cue they were giving off, or having to interact in a specific way with the environment, or getting a special glyph/buff (like rogues and their bag of coins) all sound interesting to me. As long as it's not something that can be "ruined" by the fact that this is an MMO and other players exist (either in the Lok/Rhok sense or in the spirit wolf sense). It needs to be something a hunter can do without impediment, and without inconveniencing others.

Oooooooooh. Maybe Stable Master Buckettius (my hypothetical boss fight I designed at some point during TBC for a hypothetical floating ziggaurat raid floating over Nagrand with Sylvanas as the endboss) could be the hunter's Kanrethad for that! (probably without the zig and without Sylvanas, though :P) Though I guess that'd be kind of difficult since I DID design him with a 25m raid in mind, not a 1m + pets scenario :x Hmmmm I'll have to think about it now, haha.

Re: Ideal Taming adventure?

Posted: Wed Jul 02, 2014 10:54 pm
by pop
I like if all beast raid bosses are challenged tames.

Re: Ideal Taming adventure?

Posted: Thu Jul 03, 2014 7:43 pm
by Azunara
Overall I'd like more cool little places to explore, jumping puzzles, neat treasure chests at the end, etc. Like yeah, make a few places for hunters, phase it for them, but for everyone else leave a treasure chest. Make it so there's a whole bunch of neat little things to poke about, places that you're like "duuuuuude"

That's half the fun of video games for me. Poking around places and seeing neat little things. Exploring man.

Re: Ideal Taming adventure?

Posted: Thu Jul 03, 2014 7:45 pm
by Vephriel
Azunara wrote:Overall I'd like more cool little places to explore, jumping puzzles, neat treasure chests at the end, etc. Like yeah, make a few places for hunters, phase it for them, but for everyone else leave a treasure chest. Make it so there's a whole bunch of neat little things to poke about, places that you're like "duuuuuude"

That's half the fun of video games for me. Poking around places and seeing neat little things. Exploring man.
Ooooh, a jumping puzzle with a tameable pet waiting for you at the top! :D