SwaVe Posted July 3, 2025 Author Share Posted July 3, 2025 (edited) 15 minutes ago, Sanzu Zahard said: Thankfully that's where Rubik wants to go! I had an in-depth Conversation with the big man in the sky, and he personally said. Pets were never meant to provide OP Buffs, or Buffs at all, rather they were supposed to be, at it's core, a cosemtic that made you unique. Then [Not by rubik's own accord] It all became about buffs, and we compare all new pets to the OP ass ones and thus deem them, Dogshit! I believe that either Removing the pet's buff/nerfing the pets buff is not as benefitial, unless it's impossible to provide that benefit in a legit sense, comparative to a pet that you CAN provide the Buff to [Like what Coconut mentioned with the Ocelot, and what Mali mentioned with the Homonculus pet] It needs to have a fair standing ground with a player that doesn't have the pet. I also Agree with Henchy, as this is basically a Staff-Only pet at this point + it should show your Sit Count. [Also to note Von, Snow Fox pet was very much needed a nerf, a good way to re-orient the pet properly is to disable it until festive time comes around, then re-activate the 5 minute timer, very worth, and other players have a chance at getting the mass-amount of randomly spawning presents.] This is a terrible take in my opinion. You're basically saying that new-players have a disadvantage inherently but I'd like to think they can always learn to grind for the pets they want. The problem is not with the buffs and game-mechanics and has everything to do with guide reform. VoN literally has a great point that new players get fucked over and genuinely think they have 0 way to make money when they are raided. As I and many others have done -- it's entirely possible to have $0 and 0 pets and grind towards what you want to achieve -- it's just a matter of "how much do I wanna waste my life away at this?" Also it's pretty dumb to offer to remove a pet's functionality entirely until a holiday all of a sudden instead of seeking community feedback and doing long-form data to see if a pet is really broken. MarkCX is a great example of someone who set a goal and achieved it without basing because he KNEW how to make money because he's an older player. He logged in and didn't have as many pets as the average farmer and he said "I wanna grind towards these pets" and he got them by just playing the game. Should he viewed as someone who got this pet with a buff that new players can never achieve? The flaw is in the GUIDE system and the TitsRP wiki that will NEVER be created in today's current state. I'd also like to re-iterate that this conversation is not about snowfox nerfs -- I don't care anymore. This is a thread for discussion to stop seeking nerfs for every game mechanic in existence and to instead seek alternatives such as purchasable buffs that new players can have that pets also have that DO NOT STACK with the purchasable buffs. Edited July 3, 2025 by SwaVe Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160901 Share on other sites More sharing options...
Succ The Zucc Posted July 3, 2025 Share Posted July 3, 2025 (edited) While I like this idea...All of the pets were promised to me 3000 years ago so therefore I should have your pets Mark +1 from the Server's Rabbi Edited July 3, 2025 by Succ The Zucc 1 Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160902 Share on other sites More sharing options...
The Worst Dad Posted July 3, 2025 Share Posted July 3, 2025 I have spent a lot of money on this server, and most of it was in Suga, to give away in events, and even buy Conglomerate Pet boxes. The Conglomerate pet boxes were unknown at the time, as no one was opening them. I bought A LOT, to the point where Rubik and Sugar would DM me after a purchase of Suga to say I was insane. I didn't buy them with the sole purpose of getting a pet in hopes of having some sort of edge over players, I did it in support of the server I spent a lot of time on, and figured it was a cool way to help keep the lights on while getting some little cool looking goober to follow me around. My pet boxes were almost events, and one of my fondest memories was unboxing them on stream in the TitsRP discord with everyone watching. As they got to figure out what was in them, and most of the things I opened eventually were given away to people. They feel very integral to TitsRP now, whether it was intended or not. During one of my many openings, I got my first ever Legendary pet, Homunculus loxodontus, aka Hermy. He offers a 15% reduction in the Battlepass requirements. While his value speaks for itself, I am incredibly sentimental towards this pet because he was my first legendary, and the first one to be unboxed. I don't have many pets and the ones I do are sentimental. I would understand if for the longevity and the health of the server, certain pets needed to be adjusted. I did not set out spending on these crates for any other reason besides to ultimately support the place I've been pouring so many hours in to, and getting so many memories from. Sure it would sting a little bit, but in the end if it meant the server would be better for it, I would understand. But I would request going these changes are transparent(not saying they aren't currently), and they keep some sort of value whether it be cosmetic or slight things like spawning with funny sweps. 2 Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160927 Share on other sites More sharing options...
VoN Posted July 3, 2025 Share Posted July 3, 2025 (edited) 2 hours ago, Sanzu Zahard said: [Also to note Von, Snow Fox pet was very much needed a nerf, a good way to re-orient the pet properly is to disable it until festive time comes around, then re-activate the 5 minute timer, very worth, and other players have a chance at getting the mass-amount of randomly spawning presents.] Nothing kills my motivation to grind for pets more than random unwarranted nerfs that happen to a pet that's already been nerfed twice in the past, not to mention the other nerfs that've been layed down upon others. The pet in itself was not that bad and I deadass feel like most of you are blowing it out of proportion. Unless you legitimately no-life the server, you aren't making much from the presents itself unless you luck out like Rubik did when he was testing the loot pool. The amount of money in which you make from a snow fox pet in a single day, can be made in just a few hours by actually playing the server and basing. [Granted, the state of basing is pretty dogshit for new players] You can't forget how hard that battlepass was to complete, so what was the point in spending million and grinding for days if not weeks; for a pet that's going to end up garbage anyway? What exactly is the point in spending real money OR darkrp on this server for suga-shop pet boxes if those pets are going to end up being nerfed aswell? If killing the economy is a worry, I advise spending more time and thought on future pets so that people aren't let down in the possible future. Edited July 3, 2025 by VoN Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160937 Share on other sites More sharing options...
SwaVe Posted July 3, 2025 Author Share Posted July 3, 2025 (edited) 46 minutes ago, VoN said: If killing the economy is a worry Yeah, I agree but that pet isn't the reason I'm making the post. It's mostly cause I hate seeing games take the route of going on nerf sprees to appeal to a newer playerbase. If killing the server's economy was a worry and new-players were the focal point for conversation -- the focus would be on a wiki for TitsRP or a guide of some sort and quite literally everything else. Server economy in a nutshell: If you want 100mil+ with zero effort just get a CC item that the general public would like and boom you're rich. Farm materials during mats-galore (or just buy it and profit same day) and sell off jackhammers, chainsaws, diamonds and strange gems (NEW PLAYERS DON'T HAVE CRAFTING PLANS LOL? UPCHARGE THAT BITCH TO 500K PER!! JAYBENTO MOMENT) Sweat your life away at leaderboards to get rollermine pet and open tier 3's (OPENED 1 AND GOT 4 DRAGON EGGS? LOL?). Rollermine is undeniably one of the most OP pets in the entire server. XP grind and buy tier 2's and sell off your prestige tokens or just have rollermine and get free profit from tier 3's. Sweat away at certain battlepasses that give you easy profit per few levels of said battlepass and open pet-lootboxes and get lucky. Grab yourself two Yoshi pets and a few printer racks and just watch YouTube. (Rubik doesn't want his server to turn into AFK farming paradise btw). Gamble (don't recommend) and open Suga Shop pet-lootboxes that have a chance to quite literally DOUBLE your investment of 150mil+ And many more other things that you can do to make millions but do new players know? The alternative to nerfing and appealing to new players: Give a proper guide to new players that shows that there are so many things to do to make money in this server. This server isn't DarkRP anymore -- it plays more like an MMO and there are hundreds of ways to make money on it and I didn't even mention gambling (don't do it). Nerfing pets and (what seems to be) broken game-mechanics can be a good thing but when it's your entire focal point it will do the following. First off, obviously it will create controversy (that's a given) -- but it will also kill uniqueness and that amazing feeling players get when they grinded towards something that's special to them (like Hobo Dad mentioned with his Hermy). My entire point of this post is, let's explore different ways to combat game-mechanics that involve community driven conversation. Edited July 3, 2025 by SwaVe Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160941 Share on other sites More sharing options...
VoN Posted July 3, 2025 Share Posted July 3, 2025 3 minutes ago, SwaVe said: Yeah, I agree but that pet isn't the reason I'm making the post. Yeah I know, I'm just salty over snow fox's nerf [and potentially hermy? because I've been wanting one for years] Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-160942 Share on other sites More sharing options...
Succ The Zucc Posted July 5, 2025 Share Posted July 5, 2025 On 7/2/2025 at 9:21 PM, Henchy said: I honestly would like a minimod buff since the pet is sort of expensive to acquire and there's basically no incentive to try and grind for you especially if you aren't staff. I have a buff in mind atm (if anyone has ideas or other changes I'd love to hear it) 1. if you are staff and take admin sits (maybe like 3 or more within 10-20m) you could receive a random shipment in your inventory similar to that of a processor, - This would give staff incentive to take more sits while online while slightly increasing the rewards acquired from sits. Or...you know...make the effect also be given to former staff members that have achieved the 3000 sits necessary for for sparkle effect. It's a staff pet. That costs anywhere from 210-225 mil (because the cost of Prestiege tokens) like if I'm getting that as a former staff member I should be allowed to at least get the sparkle effect Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-161180 Share on other sites More sharing options...
Rubik Posted July 5, 2025 Share Posted July 5, 2025 I'm glad to see these types of discussions taking place because it shows that the community still puts a high value on the items we add which are more challenging to obtain. The reward you get for an item should be directly correlated to the amount of effort needed to obtain it, that is how things hold their value - the harder it is to get, the more it's worth. Once you start adding content with any other motive besides that, you find that the value of items start to collapse. Take VIP tokens for example; when we made it so that you could essentially buy players VIP for cheaper than they could earn it for themselves, or started giving out VIP Tokens in BPs like candy, the value tanked because it was so easy to obtain those tokens. This was a design choice that was made because we needed more people to have VIP, not because we wanted VIP to cost more, and the value diminished because of that design choice. Pets for example are a bit different. At the start we wanted them super rare, a special prize for completing the most difficult tasks in the game (take obtaining the fish or miner pets for example). Because there was such a high demand and to encourage players to participate in the Battlepass (a new feature at the time), the decision was made to add them to BPs. At the time you could only complete a battlepass once, so what you got was what you were stuck with. Pets were still pretty rare at this point. Then the decision was made to make it where you could rewind BPs indefinitely. I won't go into the specifics of why this design choice was made, but I can say it was not to increase the value / rarity of pets. As a result, players just started doing the same BP over and over again until they got the one they wanted. Any pet that wasn't the one they wanted ended up on the marketplace for much less than they were worth initially. This is not due to them being nerfed, rather due to the volume of availability. Let's stick to the example of pets. There are some pets that were added to the server at a time where they were super rare, where you had like a 1/7 chance of ever getting it unless you bought it from a player that had already obtained it. These pets needed to have some sort of special effect because quite frankly, pets were designed as end-game content, and end-game players need more of a reward for their time than newer players do. Today, these effects could be considered way over powered in the way that they are being used. For example, you may find a player using a method to avoid AFK detection while farming lootboxes from a pet, then pumping that money back into the economy. Ask yourself, does that help or hurt the economy? Is it the player's fault, or is it a poor design choice? This is not the vision we wanted for the server and it's not how we got to where we are today. This is a result of a poor design choice made a long time ago when pets were much rarer, with other intentions besides keeping things fair and balanced; to maintain a direct link between time invested and reward. As a game developer, it's your job to continue to monitor the way your game is played and adjust things as needed to keep everything fair and balanced, otherwise the economy will collapse. These sorts of changes happen all the time and you can confirm this by reading the patch-notes of your favorite MMO. The developers are not making changes to piss you off or cost you money, they're making a chance that, if they don't address right now, will eventually snowball into a bigger problem down the road. I understand how changes to something that you grinded for may seem unfair, you spent that money or spent time grinding for a pet that does one thing and all the sudden you realize it doesn't do that thing anymore. What the fuck?? The key is understanding that this could have been either added as an oversight, there could be abuse of the system going on that you're not aware of, or it negatively affects the value of other items. Let's say you're a game developer and you get a ton of feedback on enchanted weapons, and how they are now "worthless". The first thing you're going to do is figure out where are players getting these weapons? You see that there is a pet that has a chance to drop one every 5 minutes and quite a few players have been farming this system as method of gaining wealth while circumventing methods in place that are supposed to prevent that from happening. You clearly recognize the problem, and the only way to fix is to to reduce the chance of getting that item so that players are not as incentivized to do it anymore. They go and find other methods of making money instead, exploring other parts of the server, and interacting with other players in a new way. This also results in enchanted weapons becoming just a tiny bit more rare since they are no longer flooding the market by people who are doing this. It's a tiny change now, but down the road you just saved yourself another headache. Now imagine if you had done this years ago, would enchants still be "worthless" if you had? That is the thought process behind every change to a feature, item, or functionality that already exists on the server. That is usually what people don't understand before getting upset. Every change is going to upset someone, but it's usually due to a misunderstanding of the developer's actual intentions, or a lack of understanding that there is a lot of thought and care that goes into nerfing something. As a developer, trying to explain the reasoning behind every change to the players affected by it can be a challenge or even pointless because they are either already upset or don't have the full context of what brought you to make this chance. Sometimes it's easier to just do it now before it gets out of hand and face the backlash later once the dust has settled, because at the end of the day, your intention is to improve the server for everyone. I will end by saying, keep these discussions going and try to understand every change with the pretext of "how does this change affect the entire playerbase as a whole and not just myself? What is the bigger picture behind it? What is the problem that lead us to this point?". I think you'll find that a better understanding of what lead to the change means you'll have a much clearer vision for the server that aligns with that of the developer who made the change. Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-161192 Share on other sites More sharing options...
LeGerbs Posted July 5, 2025 Share Posted July 5, 2025 Let's stick to the example of pets. There are some pets that were added to the server at a time where they were super rare, where you had like a 1/7 chance of ever getting it unless you bought it from a player that had already obtained it. These pets needed to have some sort of special effect because quite frankly, pets were designed as end-game content, and end-game players need more of a reward for their time than newer players do. Today, these effects could be considered way over powered in the way that they are being used. For example, you may find a player using a method to avoid AFK detection while farming lootboxes from a pet, then pumping that money back into the economy. Ask yourself, does that help or hurt the economy? Is it the player's fault, or is it a poor design choice? This is not the vision we wanted for the server and it's not how we got to where we are today. This is a result of a poor design choice made a long time ago when pets were much rarer, with other intentions besides keeping things fair and balanced; to maintain a direct link between time invested and reward. As a game developer, it's your job to continue to monitor the way your game is played and adjust things as needed to keep everything fair and balanced, otherwise the economy will collapse. These sorts of changes happen all the time and you can confirm this by reading the patch-notes of your favorite MMO. The developers are not making changes to piss you off or cost you money, they're making a chance that, if they don't address right now, will eventually snowball into a bigger problem down the road. Pets were added from the raffles that would happen at the end of the year for Christmas. Which severely limited the amount of people that could get them. Then people started complaining about the availability of the pets to which you guys added the RNG pets for ex. Mining/Meth etc. If the snow fox pet was as overpowered as people claimed wouldn't after almost 3 years of having the same effect on the snowfox pet wouldn't it have crashed the economy? I think the bigger issue lies in the fact that the pets that are incredibly hard to obtain like the suga shop boxes and the RNG pets have very shit abilities in comparison to most of the BP pets. Have you noticed that no one really tries to get the RNG pets or anything other than the conglomerate box in the suga shop? Lets take the dragon pet for example it's been around for a LONG ASS TIME and there's still only 16 in existence. The effect is so dogshit that no one cares to throw down 1.5 mil for a 1 in 800 chance to obtain it. If you want people to actually dump money back into the economy you'd make the pets that are HARD to obtain better than the easy 1 day battlepass pets. Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-161193 Share on other sites More sharing options...
Rubik Posted July 5, 2025 Share Posted July 5, 2025 Pets were added from the raffles that would happen at the end of the year for Christmas Pets were initially going to be in a shop that you could buy them from, similar to the Suga Shop. If the snow fox pet was as overpowered as people claimed wouldn't after almost 3 years of having the same effect on the snowfox pet wouldn't it have crashed the economy? Your statement dismisses the fact that people have been complaining about the economy and value of certain items for a number of years. This feedback is not ignored and often the reason for changes like this. I think the bigger issue lies in the fact that the pets that are incredibly hard to obtain like the suga shop boxes and the RNG pets have very shit abilities in comparison to most of the BP pets. Pets are continuously evolving as the demand for more effects, perks, etc grows. Some of these older pets were added at a time where just having a pet was cool. I think the influx of these newer pets with insane abilities that spawn XP, money, and items has made a shift in player's expectations of what a "good" pet is. Sadly it is the case that this is what people want so yes, those older pets are going to seem a bit dated when compared to the newer ones but thankfully with BP rewinds and lootboxes, you can unlock these as well if you want (with the exception of some raffle specific pets)! Have you noticed that no one really tries to get the RNG pets or anything other than the conglomerate box in the suga shop? They're not really designed to be like that. Those pets are a random reward for completing mundane tasks and the value is in it's rarity. The effect is so dogshit that no one cares to throw down 1.5 mil for a 1 in 800 chance to obtain it. But it shoots fireballs!! For real though, tell that to anyone that goes to a casino to play slot machines. That is a choice as a player you need to make. If it's not worth it for your time then you can always grind for something else. Not every pet needs to be top tier. There needs to be a chance that you get those really good pets, not a guarantee. If you want people to actually dump money back into the economy you'd make the pets that are HARD to obtain better than the easy 1 day battlepass pets. I agree, but we want players to spend money on these items and keep them. A pet that GENERATES more money than it's worth is counter to this goal. 1 Link to comment https://forums.titsrp.com/topic/23371-discussion-thread-lets-view-pets-game-mechanic-nerfs-under-a-different-light/page/2/#findComment-161194 Share on other sites More sharing options...
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