Originally Posted by jeruku
Also, where does the difficulty lie in this idea? Seems straight forward enough the more I think of it.
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Keeping track of how much time each pet is active, keeping track of every mob you kill with each pet, coming up with formulas to figure out exactly how time and activity should cause loyalty and happiness to increase/decrease, adding the hundreds of food items in the game into the mix (which I guess you'd just destroy when "feeding" them to the pet, which seems like a waste of a perfectly vendor-able item), building a database of which pets eat which foods, calculating the value of each food for different pet levels, etc.
Nothing particularly
difficult, just a huge amount of extremely tedious minutiae.