Pets concept(And a example)

Stuff you would like to see in the world of Eliatopia.
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MrQuiwito
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Pets concept(And a example)

Post by MrQuiwito » Sun Jan 16, 2022 7:42 pm

My suggestion is to add pets to the game, but not as a really powerful thing, more like a funny partner that helps you with some things(increase drop rates, heal the player and boost some player features as damage, or crit hits chance).Pets can evolve at lvl 10, and 20(max evolution). There is just one requirement for holding a pet, being higher lvl than the pet(avoiding noob accs having op pets).
Players will be able to buy pets on the pet shop, located on mush vill(adding some buildings bcuz its a poor area)

Here is my pet example:Rounkey
Monke.PNG
Monke.PNG (54.06KiB)Viewed 2313 times
(just unevo shape, havent designed any more)

The Rounky can be purchased in the pet shop for a price of 250.000 coins. I'll do another post about the Rounkey, giving more details
Has 3 different modes: Attack mode(player needs to target an enemy by right clicking on it for pets to attack that enemy), increase expertise mode(increase player expertise by 5 points) and booster mode(boost players attack and defense output by 5% )


Pets defensive output=players def output x 0.05 x pets defense stat(maximun of 30, which is 150% of player's output)
Pets attack output(if attack mode is activated)=player damage output x 0.03 x pets power stat(maximun of 45 which is 150% of player's output)(rage doesnt apply on pets)(low damage so its not op)
Thx cinos for pfp

Soldeir5
Posts:349
Joined:Fri Jul 30, 2021 10:45 pm
Location:Brazil

Re: Pets concept(And a example)

Post by Soldeir5 » Sun Jan 16, 2022 7:58 pm

MrQuiwito wrote:
Sun Jan 16, 2022 7:42 pm
My suggestion is to add pets to the game, but not as a really powerful thing, more like a funny partner that helps you with some things(increase drop rates, heal the player and boost some player features as damage, or crit hits chance).Pets can evolve at lvl 10, and 20(max evolution). There is just one requirement for holding a pet, being higher lvl than the pet(avoiding noob accs having op pets).
Players will be able to buy pets on the pet shop, located on mush vill(adding some buildings bcuz its a poor area)

Here is my pet example:Rounkey
Monke.PNG
(just unevo shape, havent designed any more)

The Rounky can be purchased in the pet shop for a price of 250.000 coins. I'll do another post about the Rounkey, giving more details
Has 3 different modes: Attack mode(player needs to target an enemy by right clicking on it for pets to attack that enemy), increase expertise mode(increase player expertise by 5 points) and booster mode(boost players attack and defense output by 5% )


Pets defensive output=players def output x 0.05 x pets defense stat(maximun of 30, which is 150% of player's output)
Pets attack output(if attack mode is activated)=player damage output x 0.03 x pets power stat(maximun of 45 which is 150% of player's output)(rage doesnt apply on pets)(low damage so its not op)
250k = Monki
I think it's too expansive for me
i recommend the Pets, but with a low price
oh, and it should be a Pet Shot instead of buying pets from Weapon and Gear Shop
mhmm
Also Find me on Voxiom.io - ShadowReaperBR

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MrQuiwito
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Re: Pets concept(And a example)

Post by MrQuiwito » Sun Jan 16, 2022 8:13 pm

[/quote]

250k = Monki
I think it's too expansive for me
i recommend the Pets, but with a low price
oh, and it should be a Pet Shot instead of buying pets from Weapon and Gear Shop
mhmm
[/quote]
if u read properly u can see i suggested the pet shop
Thx cinos for pfp

Soldeir5
Posts:349
Joined:Fri Jul 30, 2021 10:45 pm
Location:Brazil

Re: Pets concept(And a example)

Post by Soldeir5 » Sun Jan 16, 2022 8:38 pm

MrQuiwito wrote:
Sun Jan 16, 2022 8:13 pm
250k = Monki
I think it's too expansive for me
i recommend the Pets, but with a low price
oh, and it should be a Pet Shot instead of buying pets from Weapon and Gear Shop
mhmm
[/quote]
if u read properly u can see i suggested the pet shop
[/quote]

whoops :oops:
Im just lazy to read :oops:
Also Find me on Voxiom.io - ShadowReaperBR

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Robby
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Re: Pets concept(And a example)

Post by Robby » Mon Jan 17, 2022 5:19 pm

Thanks for the suggestion. I have been thinking about pets, and I think for now I am going to hold off on them for a good long while. I think if I would begin implementing pets, it would take a significant amount of work and would take focus away from the main game too much. For now, I don't want to get too focused on such a huge side feature and have the main game (areas, enemies, equipment, runes, the story) take a back seat to it.

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Jason_
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Re: Pets concept(And a example)

Post by Jason_ » Mon Jan 17, 2022 5:42 pm

Soldeir5 wrote:
Sun Jan 16, 2022 7:58 pm
MrQuiwito wrote:
Sun Jan 16, 2022 7:42 pm
My suggestion is to add pets to the game, but not as a really powerful thing, more like a funny partner that helps you with some things(increase drop rates, heal the player and boost some player features as damage, or crit hits chance).Pets can evolve at lvl 10, and 20(max evolution). There is just one requirement for holding a pet, being higher lvl than the pet(avoiding noob accs having op pets).
Players will be able to buy pets on the pet shop, located on mush vill(adding some buildings bcuz its a poor area)

Here is my pet example:Rounkey
Monke.PNG
(just unevo shape, havent designed any more)

The Rounky can be purchased in the pet shop for a price of 250.000 coins. I'll do another post about the Rounkey, giving more details
Has 3 different modes: Attack mode(player needs to target an enemy by right clicking on it for pets to attack that enemy), increase expertise mode(increase player expertise by 5 points) and booster mode(boost players attack and defense output by 5% )


Pets defensive output=players def output x 0.05 x pets defense stat(maximun of 30, which is 150% of player's output)
Pets attack output(if attack mode is activated)=player damage output x 0.03 x pets power stat(maximun of 45 which is 150% of player's output)(rage doesnt apply on pets)(low damage so its not op)
250k = Monki
I think it's too expansive for me
i recommend the Pets, but with a low price
oh, and it should be a Pet Shot instead of buying pets from Weapon and Gear Shop
mhmm
I think pets are supposed to be a late game thing so the price is justified
games that I play: Eliatopia, ev.io, taming.io, Minecraft, and Infected Days
buying jest staff idc if it's clean or not

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cinos
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Re: Pets concept(And a example)

Post by cinos » Mon Feb 07, 2022 11:51 pm

Bumping this, not to have it added soon, just for a little anecdote.

Stalker Jrs will never happen because their use in HH cockfights and mass booking abuse literally caused them to go extinct, think of it like pitbulls but if humanity did not ban cockfights...we'd have probably caused all wolves to go extinct I swear.

There you go, balance AND social commentary, I mean, you wouldn't make a dog read, right? Poor thing's looking at the pages and is like "the fvck is a dexterity?".
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zienice!!!
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Re: Pets concept(And a example)

Post by zienice!!! » Wed Aug 31, 2022 11:34 pm

Big support

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Joey!!
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Re: Pets concept(And a example)

Post by Joey!! » Wed Aug 31, 2022 11:40 pm

Soldeir5 wrote:
Sun Jan 16, 2022 7:58 pm
MrQuiwito wrote:
Sun Jan 16, 2022 7:42 pm
My suggestion is to add pets to the game, but not as a really powerful thing, more like a funny partner that helps you with some things(increase drop rates, heal the player and boost some player features as damage, or crit hits chance).Pets can evolve at lvl 10, and 20(max evolution). There is just one requirement for holding a pet, being higher lvl than the pet(avoiding noob accs having op pets).
Players will be able to buy pets on the pet shop, located on mush vill(adding some buildings bcuz its a poor area)

Here is my pet example:Rounkey
Monke.PNG
(just unevo shape, havent designed any more)

The Rounky can be purchased in the pet shop for a price of 250.000 coins. I'll do another post about the Rounkey, giving more details
Has 3 different modes: Attack mode(player needs to target an enemy by right clicking on it for pets to attack that enemy), increase expertise mode(increase player expertise by 5 points) and booster mode(boost players attack and defense output by 5% )


Pets defensive output=players def output x 0.05 x pets defense stat(maximun of 30, which is 150% of player's output)
Pets attack output(if attack mode is activated)=player damage output x 0.03 x pets power stat(maximun of 45 which is 150% of player's output)(rage doesnt apply on pets)(low damage so its not op)
250k = Monki
I think it's too expansive for me
i recommend the Pets, but with a low price
oh, and it should be a Pet Shot instead of buying pets from Weapon and Gear Shop
mhmm
bruh thats a very cheap price xD prob like the worst one that would be in shop, i honestly thought something around 3-5m (maybe even 10m?)
8-) 8-) 8-)

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Pro_xGamer
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Re: Pets concept(And a example)

Post by Pro_xGamer » Thu Sep 01, 2022 5:29 am

Support.
I like pets beaing added to eliatopia so ill suppport every pet sugestion
The only pro player in America sweating in Eliatopia

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