View Full Version : Pet Healing
Famdari
03-02-2010, 03:06 PM
I would love for the party window to show the health of grouped players pets for healing purposes.
Unless I'm missing something, this was not an option in TQ? But would be VERY handy to healers in GD.
Renevent
03-02-2010, 03:26 PM
I think that could cause a little icon overload...plus there's really no dedicated healing role in this game in the same context as lets say WoW or something.
I dunno, maybe they could do something a bit more elegant in the interface and make this happen...who knows.
TECHNOmancer
03-02-2010, 04:33 PM
Even if status bars for other players' pets cannot be seen, I would like for pets' status bars to include a numeric display of current health and mana just like the character's does in TQ. This is a small detail that may have been an oversight (or not??).
Insofar as seeing the status bars for other players' pets is concerned, it would be a nice touch if there were a greater need for healing them. Given that pets can be summoned in fairly short order, the need to heal them doesn't seem to be especially pressing to me. Furthermore, if their statistics improve with higher difficulty levels as they did in TQ, pets become pretty durable anyway.
TECHNOmancer
Famdari
03-02-2010, 04:56 PM
Insofar as seeing the status bars for other players' pets is concerned, it would be a nice touch if there were a greater need for healing them. Given that pets can be summoned in fairly short order, the need to heal them doesn't seem to be especially pressing to me. Furthermore, if their statistics improve with higher difficulty levels as they did in TQ, pets become pretty durable anyway.
TECHNOmancer
One of the players in our group enjoys playing healer from time to time. He has noted to me that it would be helpful for example not necesarily in that he would be able to heal the pet (nice side effect though), but that he knows if our pets die, the OWNER of the pet is next on the aggro list. It would help him stay ahead of the mobs "intentions" if you will.
TECHNOmancer
03-02-2010, 05:02 PM
I understand and support your point. Now that I think of it, I believe that Medierra plans to make enemies more challenging than they were in TQ. If so, there would be an increased need to send some loyal beasts into battle ahead of their masters and keep them -- pets and characters -- alive.
TECHNOmancer
ASYLUM101
03-02-2010, 06:09 PM
This is a pretty good idea really, and to minimize the clutter, perhaps you could have large health bars for the players, then tiny ones next to the players name for the pets.
jiaco
03-02-2010, 06:35 PM
How about a single pet health bar that combines with some keyboard selector (shift-arrows or whatnot) that cycles through all pets.
Then you could cruise through and see who needs watching. Never much of a pet-nut myself, but the next question that comes to mind is how do you find onscreen the proper pet to heal? Maybe make the pet health meter accept healing spells so you could just cast it at the meter...
ASYLUM101
03-02-2010, 06:43 PM
Maybe make the pet health meter accept healing spells so you could just cast it at the meter...
I think that was the idea?... It worked in TQ iirc.
eisprinzessin
03-02-2010, 06:58 PM
I always use to heal my pets like this ... highly recommended. Famdari, I'm in favour (http://www.grimdawn.com/forums/showthread.php?t=311&highlight=pet) of your request. ;)
Famdari
03-02-2010, 07:12 PM
I always use to heal my pets like this ... highly recommended. Famdari, I'm in favour (http://www.grimdawn.com/forums/showthread.php?t=311&highlight=pet) of your request. ;)
Guess I should have searched forums first eh? :)
Renevent
03-02-2010, 07:18 PM
This will be the new grim dawn:
http://img651.imageshack.us/img651/2963/wowscrnshot101407130246.jpg
ASYLUM101
03-02-2010, 07:43 PM
Yeah, because first of all, we'll be able to raid, second of all, have what, 70 players/pets in game, and who knows what else.
eisprinzessin
03-02-2010, 07:44 PM
Guess I should have searched forums first eh? :)Not necessarily ... I mean, I would have appreciated, if you revived that old threat, but it has a different focus.
For those concerned about a cluttered UI, other players' pet icons should be optional ... but it would help healers greatly to have them.
Renevent
03-02-2010, 07:59 PM
No, but 5 other people with each having 2-3 pets could be pretty obtrusive. Anyways, the picture is more of a joke don't take it too seriously...and it applies more to the other thread suggesting not only to have all pet icons visible, but every monster as well including ailment/buff icons for each.
Don't take it too seriously, I am sure the developers here will keep things looking clean and nice no matter the design decisions they take. TQ had a very nice interface.
eisprinzessin
03-02-2010, 08:08 PM
No, but 5 other people with each having 2-3 pets could be pretty obtrusive.LOL - I'm convinced that if you ever play in such a petmancer party, you WANT to have an icon for each pet. :p
Renevent
03-02-2010, 08:16 PM
Not me...these games typically you don't really need to be aware of your team's pets or their health/status. It's fast enough where each person can take care of their own pets and/or even if one dies they can just re-summon one quickly.
Hajimoto
03-03-2010, 02:32 AM
I absolutely agree that the pets should be seen as part of the party. To take this one step further, how about allowing the user to have some UI adjustment, like the ability to move the party windows around and then lock them down.
Another would be ability to resize the party windows. I play on a 26" LCD @ 1920 x 1200 and the party windows are pretty small at upper resolutions.
The thing is these would be OPTIONS and users that wish to have a minimal UI would simply turn it off
Sandirk
03-06-2010, 08:05 PM
Maybe just have the Pet bars so they can toggle on and off, so if you have no benifical spells/ability that can heal a pet and you dont want to see it you can just turn it off.
or have a smaller window displaying the pets and if you hold a key down "shift" for example it expands the window to make them larger and easier to target then collapes back down to leave view uncluttered.
subshape
03-07-2010, 01:52 AM
I am sure the developers here will keep things looking clean and nice no matter the design decisions they take. TQ had a very nice interface.
Ah, you have no idea how much that means to me:)
We'll try our best guys!
B
One possibility would just to have small health bars (green/white bar with red background, small size aka. 5x35 pixels or some such, green for allies, white for enemies, or whatever colors the devs find fitting) on the screen on top of the model that showed the health of the unit, it could be either toggleable or shown when pressing a button. Would solve the problem without creating a mess on the screen.
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