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Forum Index > Suggestion Box > Male Sylesti Breeding Cooldown
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Author Thread Post
Shadow
Level 60
Joined: 1/31/2013
Threads: 144
Posts: 1,178
Posted: 11/29/2014 at 4:18 PM Post #21
Krin, if you're reading this, please, PLEASE don't make it so that adolescents automatically move to the stables, make it optional. If someone has it turned off, they disappear. I really don't want to hassle with all that releasing yet again. God forbid. >_<
Flute
Level 70
Joined: 1/12/2013
Threads: 340
Posts: 12,946
Posted: 11/29/2014 at 4:54 PM Post #22
Personally, I thought it was a sort of mistake lol.

My thinking is that adolescents are nothing more than adults who can't breed. (They share the same "adult" artwork)

Everything in the stables are things that can be used for battle/missions, which are both adults and adolescents.

It just so happened that hatcheries are meant to hold things that can't do those functions yet (battle/missions), which are eggs.
Technically, adolescents are one function away to being adults (breeding), but I guess the admins didn't see much of a factor to set them to automatically boot them into the stables. (I see it that they could've coded it to make it that way)

Also, I think that it helps users make judgments whether pets have traits or not. Because if you don't have gene test kits, you can determine whether a pet has visibles or not in its adolescent stage. I would think it helps people to see their pets grow into adolescents and say "oh that's what they look like? I think I'll release it."

So I think the reasoning behind moving them into the stables is another way to make people think twice about their breeding. x:
Since essentially, moving adolescents into stables is actually the action of moving them into temporary space (hatchery) into permanent space (stables), meaning that moving them into the stables is essentially saying "yes, I want to keep this pet in my permanent space."
If they take away the mercy time, the time that lets adols sit in the hatchery, it'll put stress into breeders to actually sort the hatchlings before they grow up. (which is about 6 days...orz that is stressful)

In that case, it'd hurt more than help breeders that breed more than what their stable space can allow, but if there's other accompanying features, such as extending hatchery space/letting adolescents stay as an option/pet-buying NPC, it would make it hurt less.
Talyn
Level 67
Trickster
Joined: 3/30/2013
Threads: 181
Posts: 3,425
Posted: 11/29/2014 at 7:27 PM Post #23
I don't mind the idea of limiting hatchery space, but the idea of limiting male breedings, putting a cooldown on them, or forcing adolescents out of the hatchery are all terribly poor changes in my opinion.

I tend to keep only 5 adult males and 20 adult females for each project and I will breed all the women to those 5 males. Limiting male breedings would make my projects much more difficult and lengthy than need be.

As for the adolescents, since I only keep project pets in one tab, that means less space for adults as the adols are filling up the space that my adults could be occupying... So I'd have to have a stable just for my projects adolescents and then I'd have to constantly check them to see if any are adults and them move them... I like knowing when they're an adult by having them move into me stable...
Diaveborn
Level 60
The Artistic
Joined: 5/16/2013
Threads: 43
Posts: 651
Posted: 11/29/2014 at 9:09 PM Post #24
"On every pet game I've played there's an issue with some about 'overpopulation', but not one of those sites set restrictions of any kind on how many pets people can breed. Not a single one. When a huge part of a game is breeding, people will breed."

The other two adoptable games I'm on right now, dragon cave and flight rising, have cooldowns for both sexes. (And with flight rising, you have to buy more nests if you want to breed more pairs, and dragon cave you can only breed up to what your egg slot number is, which at the highest level trophy is seven eggs.)
Shadow
Level 60
Joined: 1/31/2013
Threads: 144
Posts: 1,178
Posted: 11/30/2014 at 5:32 AM Post #25
I play DC, too, but it didn't even enter my mind when I said 'pet game'. To me, DC is on a totally different level, a completely different kind of game. I see it as more of a collection game than a breeding game.

I wouldn't mind having to pay for hatchery space, but that's about the only limit I'd like to see.
Roseydove
Level 71
The Dreamer
Joined: 3/4/2014
Threads: 24
Posts: 452
Posted: 11/30/2014 at 10:06 AM Post #26
Male breeding cooldown times would add a huge inconvenience for the serious breeders, and for them, this "seemingly small" change would change the whole environment of the game. It would take away more freedoms. It already takes a very long time to get a perfect 6-vis fabled of exact colors. To me, the 6-vis pets with pretty 'purebred' colors will never go down in worth, so why mess with an already good thing?

Like others have mentioned, the limited hatchery space planned for the future is already going to limit the amount of breeding we can do. Maybe we should wait until that's implemented into the game before we go throwing around ideas about more ways to limit breeding growth.
LunarStorm
Level 62
Trickster
Joined: 12/19/2012
Threads: 86
Posts: 1,832
Posted: 11/30/2014 at 12:17 PM Post #27
I understand the point behind adding a cooldown for males, but it will become unneeded once Krin adds the features he has been working on.

Directly from Here is some features that will help reduce the surplus of pets and will help bring the market back up.

-In order to improve the pet economy, Hatcheries will have limited space. However, you will be able to purchase infinitely more space similar to how you can purchase additional stables. With set space, Hatchery pets will also be able to be moved around.
-Pets will be able to be moved to Stables as a Hatchling.
-Pets will automatically be moved to Stables once they reach Adolescence.
-All of the above will help to prevent current situations where players have 10+ pages of Adolescents just sitting in their Hatchery priced at 1 gold.



-Adding an NPC in the Scale Shop who will purchase pets for scales. This will help to set a base price for all pets above 1 gold.


-Adding a completely new feature that handles all pet sales. It will function like a Trade Broker where you can browser pets for sale by selecting various parameters. Instantly purchase pets listed. See recent history of pets sold. And more.


Once these get added, more of the 'unwanted' pets clogging the sales right now are likely to vanish. I believe mostly it's users who want SOMETHING out of putting the effort of breeding in, or are just not wanting the hassle of releasing 20+ pages of pets again or don't know what their pet would be worth. These features will give players an outlet to toss their pets in and also limit how many there are to reduce the numbers and raise value back up.

I know when I first joined, it was hard to find a pet with NOTHING for less then 5k because there were so few in existence. Just reducing the number will help bring up pet value again.
Diaveborn
Level 60
The Artistic
Joined: 5/16/2013
Threads: 43
Posts: 651
Posted: 12/1/2014 at 12:31 AM Post #28
*nod* I can definitely see where Dragcave is somewhat different.
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,406
Posted: 12/10/2014 at 5:13 PM Post #29
Few things I'll address here:

First, I don't think we will add a cooldown to male breeding. The system was originally created as it is and at this point, it's pretty much considered one of its core mechanics. I don't think it should be changed.

Second, when the Hatchery changes are implemented, yes, you will still have the option of having pets automatically released once it's time for them to move on. I will probably code in even more options for determining whether a pet is auto-released or not.

Additionally, the Hatchery was envisioned as just that - a place where Egglings hatch and Hatchlings grow up. Obviously, at this point, it's just a place where players store their pets for the first 27 days lol. That's entirely not intended. So in order to make the Hatchery act as we originally intended, we'll be restricting its use to only Egglings and Hatchlings and making it of limited space (but you can expand it if you wish).
Talyn
Level 67
Trickster
Joined: 3/30/2013
Threads: 181
Posts: 3,425
Posted: 12/11/2014 at 12:02 PM Post #30
Fair enough.

In that case... Could you add some sort of icon on a pets stable slot that indicates if a pet is an adolescent or not? Like an icon that's only there if the pet is an adolescent and goes away when it's an adult or vice versa?
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