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Found 18 results

  1. I miss more pets, I wish some "neutral" insects were tameable. Like bees, ladybugs and many others. Not to mention that it would be great to be able to move around the garden more, in addition to teleports and rappels. We need mounts, it would make pets more interesting. Not to mention that as they are neutral insects, they could help us in battles, when another insect attacks us, they will get angry too, just like the mechanics of neutral insects.
  2. Here is a longer version of my suggestion that was posted on the Grounded Discord (that received 35+ likes ^-^) [https://discord.com/channels/675491639804035089/786708112978477076/1181007520924446762] with additional ideas included: More items to craft or acquire using O.R.C. Receivers and/or more things to do with them: **Tiered Reward System:** - Collect enough O.R.C. Receivers to unlock rewards depending on how many O.R.C. receivers you collect (5, 10, 25, 50 etc., can be redeemed by an NPC such as BURG.L or new scientist mentioned below) - "One of the scientists that helped freed you, in order to hide from Ominent, is now in the backyard ready to help you (along with teaming up with Dr. Tully) by trading in your saved up O.R.C. Receivers to them." **O.R.C. Enhanced ZIP.R:** (Could work along with others' zipline upgrade ideas that suggest 2 aphids) - Trade in(?) for an upgraded zipline using O.R.C. Receivers - Aphids appear with O.R.C. Receiver on their head (default red lights changed to blue or green to show alliance) - Greatly Increase Zipline speed - Allows for transporting resources upward as well **Lil O.R.C. Receiver Helmet:** - Used in taming larger pets? - Or just cosmetic. Or both. - Different color lights? (Default red, or blue/green to show alliance) **O.R.C. Receiver Arrows:** - O.R.C. Homing Arrows: Can automatically redirect arrows to the closest enemy to your crosshair (Or: Every consecutive Homing Arrow will automatically redirect to the target you last did damage to?) - O.R.C. EMP Arrows: Inflict static shock damage - O.R.C. Mind Control Arrows: Temporarily cause a certain creature to fight on your side (default red lights changed to blue or green to show alliance) **O.R.C. Receiver Trinket:** - Automatically give arrows a slight "homing" ability (such as Homing Arrow suggestion) Or: - Small % chance to "mark" certain creatures to temporarily fight on your side when using any O.R.C. Receiver crafted arrows (default red lights changed to blue or green to show alliance) **O.R.C. Receiver Bomb:** - Inflict AoE shock damage Or: - Will automatically "mark" certain creatures within the blast's AoE range to temporarily fight on your side (default red lights changed to blue or green to show alliance) **O.R.C. Mantis Boss:** - Self explainatory - Late to End-Game - Fits lore and story progression/timeline (Broodmother -> Haze Canister -> Infected; Mantis -> Schmector Experiments -> O.R.C. Technology) **O.R.C. Armor:** - Crafted from "the broken down materials of multiple O.R.C Receivers" (description when trading in?) Or: - Crafted from a large amount of O.R.C. Receivers - Other pieces can be acquired from possibly a new "O.R.C. Mantis" boss - Full set bonus: When an enemy is hit, small % chance to "mark" certain nearby creatures to temporarily fight on your side (toggle the hat on them? Default red lights changed to blue or green to show alliance) Note: When it comes to all Mind Control features (small % chance to "mark") ideas mentioned above, an alternative can be to spawn random small creatures nearby the enemy and have them "seemingly" been mind controlled (have the blue/green O.R.C. Receiver helmet to show) Reasoning: Just fun ideas for late to end-game tech usage, courtesy of Dr. Wendell Tully's expertise on reverse-engineering his adversaries devices.
  3. I was thinking about how the pets are somewhat lacking at the moment, yes they are cute and give buffs, but what if there was a way to have better control of how they follow you or if you could hold them to get them out of dangerous situations quicker. Another idea was to be able to have a torso armor or accessory that you would have to sacrifice to carry your pet, therefore if you still want the buff to balance the risk of protecting them you wear this item to hold them, like a pet basket or harness, which not only would it make it easier to bring your pets along but you'd also be able to use the Zipline long distances without having to worry about waiting on your pet or rust them dying on the way to you.
  4. Please add the ability to teleport pets. Many bases are built with the idea of not allowing bugs inside of them, making pets almost entirely null if you wish to have one. I live in a base I made on the side of the big tree, it would be nice to be able to teleport a weevil or aphid up to my home and keep them safe.
  5. I would love it, if there would be jumping spiders roaming the backyard. They could be friendly and tameable, but instead of taking the usual approach of feeding them, it would be fun if you could befriend them using the emotes (dancing etc). Maybe mimick what they are doing 4 times or something like that.
  6. I recently tamed a weevil named Detective Clancy, who had died (assumed) while I wasn’t online and a friend was. I cannot find his gravestone anywhere and can’t search for it via the resource searching device (which makes sense, but it was my last hope). I was wondering if any of you had any tips for finding my little buddy’s headstone. I just wanna put him to rest and give him a proper goodbye.
  7. It would be cool if you could tame other creatures, heres a few ideas: bees you can ride them and fly around the map. a saddle could be like an endgame thing though so its not easy to have them as a mount at the start. they could go like 15-25 cm a second depending on its happiness and a saddle could be made of 6 berry leather, 8 dust mite fuzz, 2 plant fiber and 6 lint rope. to tame the bee it would need a few nectar and only able to tame the bees at night when theyre asleep so they dont target you. you could put a few next to the bee and itll tame after it wakes up. mites they could be a small fighting pet. you could feed it the mite fuzz potions and then they can fight beside you larva you can ride them along with have them as a tier 2 fighter pet. youll need cooked aphid meat. you can make a saddle with 3 berry leather, 5 gnat fuzz, and 2 crude rope. they do alot more damage than the mites and they can go alittle slower than what you can run but they dont have a running capability so it wont waste stamina going across long distances. ladybird larva like the larva, but tier 3 fighter and also ridable. uses same saddle but you need miteloaf to tame them. theyre faster than the larva and do much more damage with an added debuff of sizzle for a few seconds.
  8. It would be really cool to have more land rights, I noticed building on cans or boxes isn't allowed and also its really disappointing that you can't build a base at the 4 leaf clover, it'd be epic to have a ladder up to the surface and be a cave person. More pets like a gnat/tamale big insects but make them difficult to get e.g pet larva also would be amazing I know there's new enemies being added. Tier 2 glider made from Berry leather for long distances. Being able to go I side the house as a dlc or a separate map with whole new insects like daddy long leg spiders dust mites, fleas, flies, maybe a cat that chases you, maybe an ability to dig up the ground to make your own tunnels. Maybe a pebble Launcher similar to the fatman from fallout. Tier 3 shields or shields from the ladybug wings, maybe grass jump shoes. Potentially an elevator with stone counter weights. Slugs, snails and worms. Maybe caterpillar that'll eat your grass house. Ear wigs similar to larva, centipedes. Dragonfly and their wings maybe for the glider. Throwing thistles. Maybe a skinner outfit and knife for double harvests of insects. Water purifier like a pot for the fire. Ability to grow weeds in the garden patch like you can for other plants in the game. Possibly a weather system so rain and the drops can damage you. More map changing options like the shovel near the picnic table/insecticide canister, maybe be able to flood areas with the sprinklers. A stink bug gas thrower (like a flame thrower but for gas). More chest options maybe like a cabinet/dresser. Maybe Berry leather air foundation like the buoyancy platform but for the sky. Maybe the oak tree can have a tree house and that becomes a huge explorable area. More mutations and possiblly have more active at one. Flying mode for creative or a winged outfit that acts a little like a jetpack maybe use the stink bug gas with a coal to make fuel and ignition. Repeater crossbow (less damage than regular cross bow but still more damage than a insect bow. Compound bow for really quick firing. A bike from stems as the frame and acorn wheels. Leaf kayak and paddles.
  9. i know large ground mounts wont be that usable because there's no roads and that a lot of people want things to ride so they're mainly going to be smaller mounts or air/water mounts 1. Gerridae also known as water skimmers : could be used/tamed on the pond area and used like jet skis to get across the pond quickly with the ability to jump and glide out of the water considering some species can fly and some can't so its an equal balance of both and not so overpowered by being able to fully fly as well, there could also be an area near the pond where there's oil on the surface what they could skim across which is slower to swim through and harder to get air if u go beneath with a dark underwater area underneath that leads to a new late game area with better resources and maybe a boss fight like cave dwellers such as tailless whip scorpions. They could be tamed by feeding them certain insect parts that you have obtained with the harder items to obtain being the ones that fill up its taming bar the quickest like ant eggs or spider parts and the more easier insect parts taking longer like having to use 50 gnats or mites instead of like 10/15 spider parts on the other hand they could also be killed and farmed for resources 2. fruit flies : these could be used as a more early game way of transportation being worn like a backpack and just having the ability to rise up into the air and glide back down kind of like a jetpack and just make the fly look like its tired out from carrying you as a reasoning to why it cant just constantly fly around like a regular fly they're also considerably small flies so the scaling to the player shouldn't be bad. They could either be found ; near the bushes (rotting berries), near the garbage heap ( rotting food/ fruit), or in a location with a grow bed with vegetables like tomato plants on the decaying fallen fruit. 3. dragonflies : they could be spotted near the pond are and could be a more aggressive tame where you have to bola its wings or knock it out to be able to tame with the ability to break out of bolas so it could be a more tanky/ boss like insect where it could be fought and killed to be obtained to make dragonfly armour that has wings so you can glide without a mount when you have the full set and the goggles could be used to give you better accuracy when above an enemy. they could also have a fuel system where you have to keep putting insect parts on a rope that's dangling in front of it that's attached to the saddle to keep it in flight 4. tadpoles/frogs : i know they're already in the game but they could be used as a quicker way to get around under the water kind of like a little underwater propeller. They could also develop into different stages of a tadpoles lifecycle developing different things such as ; developing back legs after being fed a certain amount and having the ability to swim a bit faster, developing both sets of legs so it can go on land for a small period of time before having to go back in the water and fully developing into a frog that gives it the ability to fully go on land and jump from place to place like a 10/15 meter jump or cm in game with a tongue that does a small amount of damage and can pull items/ insects closer with the ability to go fully underwater as well. with a small amount of health compared to the other creatures 5. praying mantis : this could be an insect that is located inside the house in a terrarium that's kept as a pet that can be fought as a boss and obtain items like its front legs that could be used to craft a scythe that could be used to chop resources faster or a katana that does good cutting damage and strikes fast with armour that looks kind of like a samurai with a praying mantis Hannya mask to fit the praying mantis' origins that does increased striking speed when paired with the katana and full set of armour. The mantis could also be used as a good tame to gather resources like grass and weeds with and clear out areas of grass more efficiently with decent damage against other mobs like spiders with its front arms and the ability to pick up and bite/carry other smaller insects like ants. 6. Pholcidae also known as daddy long legs: this could tame that could be worn like a backpack like the fruit fly but instead its arms attach to the walls of main structures like the house walls the oak trees trunk, the branches inside the bush area, the bench etc. kind of like doctor octopus from spiderman but it tires out after a small amount of time with the ability to upgrade its stamina so you can climb bigger surfaces this would give you the ability to get up to the areas like the upper floor of the house so you can enter through a window and the canopy of the oak tree. it would be found either crawling around the garden on its own or on a hive somewhere. 7. jumping spider : these are necessarily small spiders so they could be used as a tame that you wear on your wrist or back more like a grappling hook that you can swing with than an actual rideable creature they could also be fed string to actually be able to use considering most actual spiders eat there own webs to make them again anyway. they could be found hopping around in the garden mainly higher up on the grass or walls tho 8. bullet ant : these could be an aggressive tame that does large amounts of damage to players and other insects that can be tamed after killing the queen located in an artificial ant farm inside the house. There could also be other variants of them like fire ants that do less damage but leave a burn affect and live in a more hostile area or normal ants that just do a standard amount of damage with the ability to carry materials. all of them being mainly PvE mounts to attack other insects 9. remote control helicopter / car : these could be found inside the house and used to get around on the inside quicker without the ability to bring them outside because of the size and inside would have a lot more flat areas for them to be able to work correctly there could even be a small sub or scuba toy that u can use in the drains of the baths, sinks and toilets to move around quicker and discover other areas or secret areas 10. this one isn't a build just a suggestion for an insect : this could be a mutant/ hybrid insect found in a lab inside a room of the house where all of the other insects and areas are kept inside all of there terrariums used by the scientist who shrunk everyone. this could have the abilities of other insects so it can jump like a frog, chop and grab with its arms like a mantis, sting with its tail like a scorpion or just with a stinger like a bee and a bite attack like a spider this could be a very very end game boss that comes just before completion
  10. Having just built a castle on the porch ledge by the hedge, I decided to build a farm next. on that farm I wanted an aphid field. unfortunately aphids are very difficult to transport long range I would love to be able to carry your aphid pet on your shoulder as if he were grass planks so bringing your pet to hard to reach places is easier. even then I ended up getting an aphid up a ramp to my farm and then thought "all I have to do to get him in his field is deposit him in his pet house," so I did. Upon doing so his pathfinding took him back down the ramp, away from the pet house in which he tried to find another way up by where the bombardier beetles near the hedge hang out and the other areas around, where he would often run along the edges of the porch I assume trying to find a way to the pet house. to me there could be 3 different possible problems that cause this, either aphids have a hard time pathing to pet houses above ground level, the aphids are having trouble pathing past construction tape areas, or the aphids are having trouble pathing on clay foundations. If I had to guess all three may have some part as he only went down the ramp once told to go in his house, plus he was just fine pathing on pebblet foundations which I used to build the ramp to get him up but had trouble getting anywhere on the clay foundations I built the farm field out of, and finally he had trouble following me upon reaching the construction tape in which I had to keep him at max interaction distance and lure him past the tape by petting him at max distance having him inch past. once he got past he followed me in to the pen easily. this time I walled him in before putting him in his house and I can confirm he is still staring at the wall between him and the ramp down that he walked down the last time I did this. I can't tell if this is the same for weevils as I haven't tried to bring any up yet but I would imagine so. Please fix the pathing so it is a bit more reliable. I really want to fill may field with aphids and I am afraid to bring anymore up and open up the pen as I fear the others, being the one, will run back down. and as for the troubling task of getting pets to hard to reach places where a lot of people built, it would be nice to just be able to carry you pets for some distance like you do leaf planks only one at a time, maybe it cost stamina to have him on you shoulder although not to much stamina. this would be a convenience thing I would love to have in the future but understand if it doesn't get implemented for update 0.10. other than that I have been having the most fun I've had in grounded since launch, even without the full update yet, and I look forward to all the future updates as I did for all the previous ones we have had this past year.
  11. So first I wanted to say how much I love the game. It's beautiful and you have a lot of fun playing it. I would like to give you a suggestion how to make the game even more fun. You could add a kind of "pet" function to the game, for example with the Aphids. You could make it so that you can feed them until they trust you, and then they become something like the player's pets and accompany him on his adventures. To make them have a function, you could make them bring nearby resources. I would really like this feature because I think it would fit the atmosphere very well. Sorry if my english is bad.
  12. Alright Obsidian, I've given it time. I've been patient. I've looked under every nook and every cranny... just to be sure I didn't miss it... and still, AND STILL, NO FRENCH BULLDOGS ANYWHERE. Now I'm a patient man and I *assume* this is due to issues with implementing the latest in WrinkleFYZX® ... but when can my adventures include a tiny walking pudge of adorableness? How can I reliably pursue a God Goliath across the realm with no tiny cuddlepuddles to help me sleep through the worst of my nightmares? How can I express my doubts without pretending to consult with my permanently sourpussed dog's face in front of any would be Valian charmer? How can I know that I am going to be surrounded by Xaurips without some Frenchie mini-barks?! I don't know how to express the priority of this request beyond CRITICAL. I thank you to get this remedied as soon as possible. - VZ
  13. So I just realized ever since I started swapping my pets around from my stash or equipping different ones, they aren't actually visible in the game world anywhere. The effects are applied, Eder talks to them every now and then, but they are nowhere to be found. Just a heads up in case this hasn't been brought to anyone's attention yet.
  14. Is there any technical reason pet slots are disabled for companions? I mean, couldn't the game show more that one pet at the same time? I need my walking zoo of doom with me!
  15. A group of issues, all either introduced with the most recent patch & hotfix, or which were in the launch version on Steam and persist post-patch. Win 7 64 bit, 8gb RAM, GTX 660 video Thanks in advance! New glitches: Roderic's Hold -- Unable to reproduce (will try some things later and upload a save if I can trigger it again) but I have screenshots - Went through hold, entering via climbing vines in NW corner. Killed many of the enemy groups in there except Roderick's group and mercs near the front doors. Wore priest robes to bypass floor full of priests (and loot it clean - possibly WIA, but wearing the robes allows looting of every container on that floor safely). When I went to the front door area (both inside and outside), enemies were red as usual, but most of them simply stayed put, and made no attempt to fight me even if I had attacked them; affected melee enemies would not even move to my position. Once it began, this behavior carried over to other areas of the Hold where I had not yet killed all of the enemies. Stronghold - "bad" visitor shows up, has an escort assigned. After save & load, his effect on stats is no longer shown on his status screen, though the penalties are still in effect Pet names sometimes doubled (one on top of the other, with an Endurance meter) -- only happens in combat Old glitches still in there: Books with really really tiny text titles at default font size -- Increasing size fixes those but makes many others oversized Not all Stronghold updates show up (esp building completed messages) (no screenies because...well...^_^:>) Stronghold messages queue hotkey (on the left) shows a number even though there is nothing on the list Stronghold messages -- Sometimes "Recall" will change to "Assign" even when an ally is already assigned to a Stronghold mini-quest Item names sometimes blank in shops -- scrolling the item off of the screen and then back on, or exiting and re-entering shop usually fixes this All screenshots may be found here, named to suit: http://www.mediafire.com/folder/y0qwc94mub9nv/set_01
  16. This question may have been previously answered on the forum, but I can't seem to find it. I really want a pet cat to name Namu.
  17. So my apologies if this has already been addressed, but I did a search and didn't see any relevant results. So my question: -Are in-game pets, to include the Kickstarter pet, going to be functional/useful, or just aesthetic? -Is the KS pet a unique item, or will there be other pets that can be gained in the course of the game?
  18. Hey all In all my journeys through RPGs I don't know that I've really seen pet mechanics done right. Some games do parts of it right, but no game does it really well. I thought about this a bit and come up with a wish list of mechanics that make sense to me. I just thought I would share and see what other ideas are out there in the community Ranger (and possibly Druid): Rather than the BG style "summon monster" spells, let the nature classes have a true companion as a pet. Early on the in the game, or even from the very start, allow them to befriend an animal from a large selection (bears, canines, felines, birds, giant spiders, giant lizards (my personal favourite!)). From here treat the pet as a full blown companion. Give it a handful of combat abilities and make them as powerful as any humanoid companion you can pick up through the adventure. They have hit points and can die, at which point you are left to either ressurect the fallen, befriend a new animal or go without a pet Mages: Early on in the game, have a quest chain that allows a mage to pick up a familiar. The familiar cannot die and stays with the mage for the whole adventure. The familiar is not treated as a companion, and from a mechanical point of view it simply gives an additional bonus to the player. Let the mage pick from a large selection of familiars, both natural and unnatural, each of which grants a different bonus. Examples include: - A 'good' mage may want a sprite or fairy familiar which grants + charisma - A more stereotypical mage may want an owl (+ intelligence) or a cat (can run ahead of the party, granting an 'eagle eye' type abilitiy) - A warlock themed mage may want a demonic imp (in combat it attacks the mages target for +x damage every 5 seconds) - A necromancer themed mage may want a severed hand, which can retrieve a single small item in the mages line of sight All characters: Give them the option of having a pet dog that can act as a companion through the game, much like the Ranger suggestion. I suggest a dog just because it is a common domesticated animal that anyone can have access too. This way everyone gets a pet if they choose, even if they aren't a true "pet" class Tech: We know there are guns in game, but we don't yet know the level of tech featured in the game. If there is a sufficient amount of steampunk, then perhaps you can allow characters that focus on inventing to have some kind of clockwork pet Summoned creatures: Don't allow natural creatures to be summoned via spells (bears don't appear out of thin air), only unnatural creatures like demons, undead and elementals. Allow summoned creatures to stay by the casters side until they are either killed, dispelled or unsummoned. Don't unsummon just because the player zoned into the next area. Have NPCs react to any summoned creatures by the players side. If a necromancer tried to walk into a town with 3 skeletons in tow, the guards would refuse to let him into the town and would probably attack him on sight. A merchant isn't going to be willing to open his doors to a warlock with a felhound by his side Anyway those are my thoughts. Pet's are a popular mechanic in RPGs so hopefully this generates some discussion and gives the Obsidian guys some ideas to consider!
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