[Edit: This is a (one hopes) improved version of this suggestion. Based on feedback from other player the tone of my previous post was too hostile and unpleasant. I guess posting when you're irritated at a game mechanic is sometimes not a good idea.]
There is no good reason (emphasis on good) why throwing down shoulder pets has to be so unpredictable. Ultimately it's a huge waste of the time of your players without offering any game play benefits.
Comparing a game to the real world is always a big risky, since part of the point of game is that they're not the real world (especially games where you ride around on dinosaurs, I'm pretty sure I've never seen anyone riding a megalosaurus in my town. In spite of that, I'll make a comparison to the most simple of activities - if you're holding a cat and you put it down on the couch it doesn't mysteriously go flying across the room for no good reason. What we're doing here is just a basic, simple and oh-so-easy thing to do, setting an animal down on the ground.
If a player only tames a few shoulder pets for personal use then this issue will never bother them, but if you ever do something like breeding shoulder pets then it immediately leaps out as being a pretty terrible game mechanic. There's just no reason why survivors can't set down shoulder pets in a very predictable manner. There are no game play benefits to this mechanic and it breaks immersion to have to pick up and throw down animals multiple times to get them in the spot you want, especially if you're organizing & arranging a cluster of them for base management or for breeding.
Just as it made no sense for newborn babies to be born on wander and you (WildCard) recognized that it was a game mechanic and fixed it, I suggest that this animal behavior is also severely flawed and needs to be fixed as a significant QoL improvement.
Suggestion
Pipinghot
[Edit: This is a (one hopes) improved version of this suggestion. Based on feedback from other player the tone of my previous post was too hostile and unpleasant. I guess posting when you're irritated at a game mechanic is sometimes not a good idea.]
There is no good reason (emphasis on good) why throwing down shoulder pets has to be so unpredictable. Ultimately it's a huge waste of the time of your players without offering any game play benefits.
Comparing a game to the real world is always a big risky, since part of the point of game is that they're not the real world (especially games where you ride around on dinosaurs, I'm pretty sure I've never seen anyone riding a megalosaurus in my town. In spite of that, I'll make a comparison to the most simple of activities - if you're holding a cat and you put it down on the couch it doesn't mysteriously go flying across the room for no good reason. What we're doing here is just a basic, simple and oh-so-easy thing to do, setting an animal down on the ground.
If a player only tames a few shoulder pets for personal use then this issue will never bother them, but if you ever do something like breeding shoulder pets then it immediately leaps out as being a pretty terrible game mechanic. There's just no reason why survivors can't set down shoulder pets in a very predictable manner. There are no game play benefits to this mechanic and it breaks immersion to have to pick up and throw down animals multiple times to get them in the spot you want, especially if you're organizing & arranging a cluster of them for base management or for breeding.
Just as it made no sense for newborn babies to be born on wander and you (WildCard) recognized that it was a game mechanic and fixed it, I suggest that this animal behavior is also severely flawed and needs to be fixed as a significant QoL improvement.
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