Pets

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Pets

Postby Axler » Wed Jul 01, 2009 7:34 pm

I was looking at a couple of video interviews about this game and they mention pets. They mention pets cant die and then they mention that you can have pets attack things.

I am looking for clarification on if pets can attack things or not.. and if so how can they not die?

I know pets can pick up loot for your character and go sell it while your fighting but i got the impression from one of the videos that they said "You can have your pets attack things for you"
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Re: Pets

Postby Bissrok » Wed Jul 01, 2009 8:01 pm

Pets attack any nearby enemies. When their health hits 0, they run away and stop attacking. You can dump things from your inventory into theirs. You can send them to town to sell everything in their inventory.
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Re: Pets

Postby jamesL » Wed Jul 01, 2009 8:15 pm

http://www.youtube.com/watch?v=NhrNZZf-dOk

see the dog attacking things ?
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Re: Pets

Postby Axler » Wed Jul 01, 2009 8:39 pm

jamesL wrote:http://www.youtube.com/watch?v=NhrNZZf-dOk

see the dog attacking things ?


yes... but the 2nd half is how they couldnt die... seems like a wonderworld where i could have a pet attack and never die. I would sit back and let him do the work. But reply number 1 held that answer... they run away when they hit 0... thats not in the video that i can tell :)
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Re: Pets

Postby ombra » Wed Jul 01, 2009 11:42 pm

Axler wrote:
jamesL wrote:http://www.youtube.com/watch?v=NhrNZZf-dOk

see the dog attacking things ?


yes... but the 2nd half is how they couldnt die... seems like a wonderworld where i could have a pet attack and never die. I would sit back and let him do the work.


TL is a wonderworld... ;-) And i like this approach very much. I hate how many times i had to go back to town to revive my merc in D2... That was one of the worst parts of the game. That was the same in D2, Sit back and let your merc kill stuff, but don't forget to give him the heal potions... After the merc died you had to do something or you had to flee. Thats exactly the same here in TL with the difference, that your pet does not die but flees...but you will have to do something... ;)
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Re: Pets

Postby Kempeth » Thu Jul 02, 2009 1:20 am

Axler wrote:I would sit back and let him do the work.

Wouldn't that be boring? Now assuming your pet could eventually kill all the monsters (I doubt it could bet the boss monsters) I don't see why you would buy a game to have it play itself...
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Re: Pets

Postby Pierricbross » Thu Jul 02, 2009 2:09 am

To use fable as an example, the pets and friends attack enemies until they are badly wounded. I assume from reading the thread that will be the same for Torchlight, in which case they will be able to attack again when they've rested a bit. Assumingly.
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Re: Pets

Postby Bissrok » Thu Jul 02, 2009 7:04 am

Kempeth wrote:
Axler wrote:I would sit back and let him do the work.

Wouldn't that be boring? Now assuming your pet could eventually kill all the monsters (I doubt it could bet the boss monsters) I don't see why you would buy a game to have it play itself...


Ah, you're overestimating the pets, though. Even with the best power-ups I could buy in Fate, and some decent equipment, mine was running away/completely ineffective 90% of the time. Sometimes, for a boss, I could constantly drop potions on it to use them as a shield, but really his only real purpose was to haul things back to town for me until I ran out of identify scrolls.
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Re: Pets

Postby WingedKagouti » Thu Jul 02, 2009 7:17 am

Kempeth wrote:
Axler wrote:I would sit back and let him do the work.

Wouldn't that be boring? Now assuming your pet could eventually kill all the monsters (I doubt it could bet the boss monsters) I don't see why you would buy a game to have it play itself...

Some people enjoy playng pet classes (the Necromancer from Diablo 2 is an example), with the player focusing on picking up loot and improving the pets' efficiency instead of hitting stuff.
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Re: Pets

Postby Kempeth » Thu Jul 02, 2009 7:29 am

WingedKagouti wrote:Some people enjoy playng pet classes (the Necromancer from Diablo 2 is an example), with the player focusing on picking up loot and improving the pets' efficiency instead of hitting stuff.

Yeah, I'm one of them. But the way I see it TL pets are more like the mercs in D2 than the Necromancer skeletons... The mercs were not supposed to win the game for you, just to be a bit of a help. The skeletons on the other hand *were* the main route for the necro to deal damage.
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Re: Pets

Postby Wonder » Thu Jul 02, 2009 11:44 am

Pets can die, but when they do, they disappear for a while before regenerating later and rejoining you. They do attack but you can also set them to "neutral" or "defense" modes, and heal them by dropping potions on their life bar, so you don't go without their help for long.
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Re: Pets

Postby jamesL » Thu Jul 02, 2009 12:39 pm

so I'm guessing
attack mode = pets has its own mind, runs off and attacks whatever it wants (but stays withing a circle relatively close to you)
defense mode = pets stays by your side, acts a tank, and attacks things that attack you
neutrel mode = pet only attacks what you attack ?
or pet runs off to corner and stays comopletely out of the action ? (that might be fun and interesting sometimes)
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Re: Pets

Postby getter77 » Tue Sep 01, 2009 4:21 pm

Something of a bump, but this looked to be the best topic to ask/raise the issue:

As a feature request, maybe after release should things be settled well and proper, what about extending the "retirement" system, as I understand it with perks and such, to pets as well as the player characters? Seems like that'd be an especially potent way to keep the pets relevant to the fights as the difficulty level rises and whatnot as well as keep players engaged in choices regarding the pets all the way through into the replays. Could have a unique list of perks versus the player character and between "dogs/cats".
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Re: Pets

Postby hawkn » Wed Sep 02, 2009 5:11 pm

I am happy we can have summons. But i personnaly always go for permanent transforms. But then again that's in fate because the starting pets looks so pathetic... The pets in this game look way cooler. As for perks, they would definnetly help effect my choice in pets.
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Re: Pets

Postby synyster » Fri Sep 04, 2009 3:46 am

The only thing I don't wanna see is that just one pet transformation that makes all the other ones pointless (I'm looking at you scorpion-cat/lion thing whose name I can't remember from fate)
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Re: Pets

Postby leoleez » Fri Sep 04, 2009 5:48 pm

rofl, well I hope transformations do have unique forms not seen as an enemiy though, like a Griffon or a Krayt dragon, something outlandish and amazing
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Re: Pets

Postby PatrickB » Fri Sep 04, 2009 9:04 pm

I had two people today that fished non stop after I explained to them that they could feed their pet what they caught and transform them. They stopped and fished every time they came upon a fishing hole to get new fish to transform their pets from then on. It seems to be a big hit.
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Re: Pets

Postby Trappski » Sun Sep 06, 2009 3:14 am

PatrickB wrote:I had two people today that fished non stop after I explained to them that they could feed their pet what they caught and transform them. They stopped and fished every time they came upon a fishing hole to get new fish to transform their pets from then on. It seems to be a big hit.

Sure sounds like that.
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Re: Pets

Postby hawkn » Mon Sep 07, 2009 1:06 pm

I just hope that the pet can keep up with me... In fate UR the pets all C R A W L E D sooooo slowly.

P.S. who is working on fate now that travis isn't? there is a second expansion coming out soon.
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Re: Pets

Postby travisbaldree » Mon Sep 07, 2009 1:18 pm

Pets match your speed - they also teleport to you ( including minions ) if they get more than 25 or so meters away ( safely offscreen, but not too far ).

Pet modes are Aggressive/Defensive/Passive
Aggressive attacks everything. Defensive attacks things that target you. Passive attacks nothing and flees if it is struck.
You can shift-click stuff on the ground to send your pet to grab it. There is also a node in the skill tree for improving minon and pet damage/attack rate and reducing town travel times. Fish also exist that are pure-pet buffs and cause no transformations - huge speed boosts, long term health regens, and the like.

Pets have more unique abilities than they did in Fate - it's not just about stats and damage. This is largely because MONSTERS also have more unique abilities. They might have leaping attacks, webs that they spit on the ground to bind monsters, charged bolt attacks, etc.

Alchemist also has minion buffs that affect your pet as well( damage reflection, enrage). We're considering at least one pet skill for the other 2 classes, but not finalized.

I'm almost positive the next Fate expansion is being deved by -
http://www.hitpointstudios.com/
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