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Pet Luck Potion

AuthorMessage
Explorer
Oct 12, 2010
52
Hello...
I have an idea to further improve the game.
My appeal is this: Create two new potions in the game, making them the minor pet luck potion, and the major pet luck potion, much like the two fish luck potions that are currently placed within the crown shop.
These potions improve your luck by doing the two following things: When hatching, you get a bigger chance (percentage based on specific potion) of getting the pet that is usually desired by the players. Also, your pet is less likely to fail and get undesired pet talents when training said pet.
Each potion should last about to days or so, the major potion gives you a 50% chance of success and the minor potion gives you a 25% success rate. Whether the pricing is high or low depends on how you decide to price it. I hope you'll take this idea into consideration.
~Mark Shadowcloud~

Mastermind
Jan 05, 2014
300
How about a pet training elixer that affects which talents exhibit? With the elixer active, when the pet trains to a new level the interface randomly picks two talents from the pet's gene pool instead of one, and the player gets to pick which one the pet actually gets.

Archon
Sep 17, 2012
4162
DanTheTerrible on Jul 23, 2015 wrote:
How about a pet training elixer that affects which talents exhibit? With the elixer active, when the pet trains to a new level the interface randomly picks two talents from the pet's gene pool instead of one, and the player gets to pick which one the pet actually gets.
All pet talents are already chosen at hatching. This would require redoing how pets are generated. Pet talents are currently like lottery scratch off tickets. There is a possibility for every prize in the pool when you generate the tickets, but once the ticket is printed, they don't change. It's just a question of scratching off the covering and finding out what you won. I'm not saying it's impossible to change that, but it would require a complete overhaul of pet hatching/training.

As for the original idea, I really don't see a point in it. Hatching is free, it's only gold which is free and overly abundant. Spending crowns on a chance for a pet? How is the game supposed to determine which pet you want? How is the player supposed to know which pet gets the boosted chance? The odds of rarity in pet hatching isn't something players can see. Also what about hybrids? If you hatch 2 pets that have a chance of hybrid, the new pet has a small chance of that hybrid or other hybrids in further hatches. It gets way too complicated again.

Squire
Jul 09, 2010
551
DanTheTerrible on Jul 23, 2015 wrote:
How about a pet training elixer that affects which talents exhibit? With the elixer active, when the pet trains to a new level the interface randomly picks two talents from the pet's gene pool instead of one, and the player gets to pick which one the pet actually gets.
That would be AWESOME and I'd buy one every time I hatched - but because of the way the talents are added to a pet they'd have to make this potion and choosing step on the Hatching Sigel BEFORE the egg is created and takes out the random aspect of the final set when the egg hatches.

(For those who don't know: Last I heard - about 2 years ago from KI - The egg gets 10 randomly chosen talents from the parents pool, when the egg is created. Then when it hatches it's set in stone which of those 10 will manifest as the 5 active talents if the pet is trained that high. The order in which talents will manifest is also set in stone when the egg hatches. They said there is no snack, training method or anything else we can do as trainers to effect it. Its just a random shuffle from the 2 parents and then from the pets own 10. So the elixir and chance to choose the talents would have to be on the sigel before egg creation AND remove the second random shuffle too.)

Squire
Jul 09, 2010
551
seethe42 on Jul 23, 2015 wrote:
All pet talents are already chosen at hatching. This would require redoing how pets are generated. Pet talents are currently like lottery scratch off tickets. There is a possibility for every prize in the pool when you generate the tickets, but once the ticket is printed, they don't change. It's just a question of scratching off the covering and finding out what you won. I'm not saying it's impossible to change that, but it would require a complete overhaul of pet hatching/training.

As for the original idea, I really don't see a point in it. Hatching is free, it's only gold which is free and overly abundant. Spending crowns on a chance for a pet? How is the game supposed to determine which pet you want? How is the player supposed to know which pet gets the boosted chance? The odds of rarity in pet hatching isn't something players can see. Also what about hybrids? If you hatch 2 pets that have a chance of hybrid, the new pet has a small chance of that hybrid or other hybrids in further hatches. It gets way too complicated again.
It sounds like an amended morphed version of the idea would be that we'd by the potion, hop the sigel and each player would get a new interface.

Instead of 2 parent cards we'd see 3. The third card would be the babies card and it's egg type would be on the card - hybrid problem solved. We got the hybrid or not, just like now.

Wed see the full petnome talent list for each parent & check a box for the lines we wanted to transfer. Lines on the parents cards that are duplicates of each other would gray out as soon as it's twin on the other card is checked (like when we stitch items).

Then we hit Hatch. We get an egg with our chosen & KNOWN 10 talents.

Along with the new hatching interface we could have a new sigel added to the hatchery where sometime before the egg hatches we enter and pay crowns to see the eggs full petnome of 10 possible talents and then check the boxes for the 5 that will manifest if we train that high. The order of manifestation would still be random.

The point in it would be that I'd rather pay crowns - even the price of a Sea Dragon - to see be able to hatch this way. If they added this it would cut hatching at least by 50 - 75%; because I'm guessing the bulk their revenue attached to pets is not from people who mainly use gold to hatch, train & feed their pets & that those of us who use real money for this process would rather pay than spend the time and stress it takes the way it is now.

Yes, I would rather pay 6,250 crowns for each step of Crown Hatching to know I'd gotten a pet worth that price instead of the nightmare it is to get a pet up to manifesting Sprite/Fairy, Shot/school accuracy, Pain Giver/school damage, Proof & Defy or school resists or Unicorn, critical etc. & I could just pay for one step if I felt like gambling.

Gold hatching & training would still be there - and for lower hatch pets it'd be necessary - but for later in the process this Crown option would be very popular.

Champion
Mar 27, 2011
405
How about a potion to skip the entire game and have everything done for us? If you combined some of the ideas presented on these forums that's where we'd end up.

I'd rather not have to pay for more things, or compete with players who can buy big shortcuts. Pets work.

Survivor
Oct 20, 2012
15
As much as I love your idea, that's not exactly how pets work. When a pet is made by hatching, a certain number is automatically programmed into the pet's talent pool that decides the order of moves you will get- That includes what talents you will get. In order to make a potion like that, they would have to completely reprogram the way pets get their talents. Again your idea is very creative and I like it. It's just not how pet talents work.

-Christopher Waterward, Promethean Student