I have seen similar ideas like having pet affection lvl like the townsfolk's friendship lvl and % increase to items which are both good ideas.
My idea is implementing an option so that we can have a training option (similar to the exploring effectiveness) once a pets lvl is raised to 6 (if implemented before lvl 6 people could exploit early by not lvling up pets like owl past lvl 5 and void everything but honey for cheaper or similar with other pets which would mess with tower unlock game pacing). This adds a choice to allow to void chosen unwanted items by training them that can be removed/changed with each lvl of training. Which could allow one free change for misclicks and removed/changed for X amount of gold every time past that. Rather than the 1k/10k/100k/1m/etc. like the exploring effectiveness I think it should be equal or more than pet level cost (100k/1m/10m/etc. or maybe start higher since it's for lvl 6+) So that it does not mess with the games pacing because it still costs and we have to work for the higher bonus.
The reason I suggest this is because I've been just idle playing due to being stuck on the quests just waiting for items I can only get from the pets, exchange center, well, or personal help req (which are all rng) where some times I could go 4 hours at a time with out getting 1 of the item I need when for some quests i need 600. This idea removes a bit of the rng involved in these items for a cost.
This idea could also work with a previous suggestion for adding pet lvls like townsfolk rather than the training. Like every 10 lvls or so you get one void.

Submitted on Jul 25th 2024 by AbstractNut

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