Bio Engineer Archive

Thread: Getting to know you and your profession!

Electro
Mon Oct 11, 2004 1:57 pm
#482

Pardon me but why is it we have correspondents again? Don't they summarize our top five issues on a regular basis and submit them to the development team?


Be that as it may... the most important issue facing the Dancer profession is AFK "play." 24x7 AFK "dancers" must go for our profession to have any viability long term. Everything else is unimportant in comparison.
BrandonIT
Mon Oct 11, 2004 2:01 pm
#483

Welcome Tiggs.


Just want to say thanks for stoppping by. We really appreciate it.


Problems with Commando:


1.) Our grenades do damage to us if we're in the blast radius. Our grenades are sometimes most accurate at the same or just above the blast radius distance. Our grenades are stuck at like 9.0 speed no matter what the speed of the grenade or our mods.


2.) All of our non-consumable weapons are non-AP. Of the 3 non-consumables (Flamethrower, Heavy Acid Rifle, Launcher Pistol), the Heavy Acid Rifle has no DoT like the Flamethrower and we get NO mods or specials for the Launcher Pistol from our Commando trees. (only from our Marksman skills)


3.) We have no melee defense to speak of yet we find ourselves always in melee range because ALL of our Flamethrower and Heavy Acid Rifle specials are limited to 16 meters (melee range).


4.) Our Damage Mitigation is Ranged, not Melee. See above.


5.) Speaking of Ranged mitigation: This is good if we were the "base-takedown" group and found ourselves facing turrets a lot. But our weapons are not AP, and though turrets are vulnerable to Blast damage, we have no specials for our Launcher Pistol to make use of it! Our -consumable- Rocket Launcher is nice but it's slow, usually 7.0+ speed. The Swordsman with the Power Hammer is MUCH more deadly to turrets than we could ever hope to be, since his Power Hammer is AP2, Blast Damage, and at Master, is usually speed-capped.. Think of that, the guy with the HAMMER is more deadly than the Commando....


6.) One other thing I'd like to say is I'd like to see our grenades get some kind of state effects. Right now, between the cost (since they're limited to 5 per stack) and the slow rate of fire (9.0 speed) and the damage (usually less than 1500 unless you're using a Proton Greande), there's really no reason to use greandes at all (have you seen the HAM costs on a Proton? I think it's like 190 Action PER TOSS). Adding in area effects to our grenades would really make them much more friendly, IMHO. But that's just a wish. Not really a problem.


Thanks for stopping by Tiggs. And as someone said before, and I do this to give him the honor he deserves, we really have the best correspondent. What he's telling you is good as gold.





Erdeid - Master Commando
Erleid - Master Musician, Master Entertainer, Master Artisan
nope...gone again...
ScoutMastr
Mon Oct 11, 2004 2:01 pm
#484


...welcome Tiggs, long time CH here...meaning pre-nerf. Give us back some power by upping our CL cap,and perhaps even allow us to call 4 pets at a time--that might work.



Another thing you could do to help us out is to see to it that the combat revamp actually happens in a timely manner.



Also, give us some feedback from time to time about where you see our profession heading...participating in threads started by our community members would be a plus.



again...good luck


Message Edited by ScoutMastr on 10-11-2004 10:22 PM

Message Edited by ScoutMastr on 10-11-2004 10:23 PM



~Galactic Spies of Mystery~
K'Bin Klo ~ Master Creature Handler - Master Bio-Engineer
J'Denn Klo ~ Master Bounty Hunter - Master Carbineer
S'Venn Klo
Lowca Rebel Alliance
Mojovia, Dantooine

Nerj
Mon Oct 11, 2004 2:02 pm
#485






Seiryuu wrote:
The most pressing issue is that Creature Handler was "balanced" due to the Creature Balance, yet the rest of the balance never occurred.

Nothing has been done to compensate handlers in the 11 months since that happened and it will be at least half a year before the Combat Update does get pushed through. It has killed the profession and driven myself and many long-time handlers to quit in disappointment. Moral around here is abysmal because of all these things.






Have to agree here, was a Master Ranger and Master Creature Handler. My only weapons of note were my Creatures, when the balance hit there was no longer any need for CHers since TKM were now the FOTM and started the solo-group thing.All of the unarmed professions, except pikemen perhaps, were now not in need of groups. Especially withbuffs, food, and armor. Instead of reverting things back when thebalance was delayed to a full revamp. Newsuper MOBS -- Droid invasion -- were created and the weakened Creature Handlers were left out in the cold.


A Creature Handler, with three pets in a group should be there to pull agro from another PC and/or assist that PC in combat. I remember as a Ranger, and growing CH, being able to pull agro off of another PC, rescue, when a tame went bad and allow them to try again.Again, a number of players have left NOT for lack space, I am sure JTL will do nicely, but for lack of the ground game that once was. What started and was halted with the Creature Handler changes should NOT have taken place till everything was tested and read to be implemented.




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

DaBudo2
Mon Oct 11, 2004 2:03 pm
#486

Hi, Tiggs, thanks for coming by!


I know you don't want a link to some place else, but I have to echo what Gyorgy said. The Creature Handler Issue/Request list has most everything. I would prioritize slightly differently, so if you want to see what my top 10 issues are (taken straight from that list), here they are. (I didn't include any of the "bug" issues simply because getting those fixed are a given).


1. Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby. I would add to this that an MCH, regardless of species,shouldbe able to tame any of these creatures.


2. This one isn't actually on the list: increase the max level of pets that we can call/control (currently CL 70). An MCH can call 3 pets, but practically speaking it's a useless ability. An MCH could call two CL23 pets andone CL24 pet, but creatures at that level are too weak to have any realvalue (unless one is going to runnothing but low level missions). For this to be a meaningful ability, max level of creature controlled needs to be CL90 or higher.


3. Profession no longer has a niche in which it is particularly valuable. Melee players provide better tanking and damage-dealing, while Bio-Engineers sell better pets. CH needs to be more valuable in both PvE and PvP.


4. More pet storage. Either an increase to the number of pets that can be kept in the datapad, or the ability to drop stored pets off either in a regular house or a specialized 'stable' structure.


5. The special attacks "Poison," "Disease," and "Knockdown" do not work with the specialattack1 and specialattack2 training commands. The useranged training command switches pets to Ranged Attack mode, but cannot switch them back to melee.


6. Mounts need to be valuable when compared to vehicles. Current mount advantages are not enough. Suggestions include improved mounted combat, improved mount speed/gallop, improved mount selection. "Flying" (hovering – not true atmospheric flight) mounts.


7. Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc).


8. Pet-calling delay of any length is not needed outside of combat, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat.


9. Pets need more variety in desired properties besides just Light Armor and Kinetic Resist. Varied damage types, armor piercing, and creature-unique "droid module" type functionality.


10. Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets). Perhaps implement something similar to the Ultima Online "pack instincts" system.




------------------------------------------------------------------------------

Outside of a dog, a book is a man's best friend. Inside of a dog, it's too dark to read. G. Marx

Pickaroon - MCH, Master Pistoleer, Elder Geek
BOTHEN! WOOHOO!
Aynianu
Mon Oct 11, 2004 2:03 pm
#487

AFK entertaining is something that is so gamebraking that it has ruined the proffession almost (but not quite yet) to a point of no recovery. It has more effect on us than most non-entertainers tend to realise.


Back before the holocron era when afk entertaining was not that common (and even shunned quite often) people came in, chatted a bit, tipped and thanked us for the healing, it was generally a done thing, not an exception.


When the hoolocron era hit around christmas and all the grinders just wanted to get through entertainer fast, it changed the atmosphere completely, there was loads of these afk entertainers. This had a twofold effect, First it taught new entertainers that AFK was ok, and also existing dancers became bored, as the cantina's were suddenly no longer the lively places they once was. So they began to either afk alsoor leave the cantina's as a result.


As a result of this the cantina's fast became known as a place of afk grinders, not a place to socialise, do you tip afk grinders? no, and all entertainers got generalised as this catagory, live or not, it was simply not a common practice anymore to tip entertainers, live or not.


Then buffbots emerged. Macroed so they can give out buffs while not even at the keyboard. the same happened, over time people just got used to being able to get buffs for free, simply because the buffbot doesnt know if they are afk. Why ask a live entertainer for a buff when you can get it afk from one of these automated drones?


As it stands it gets worse by the month. Entertainers who are still playing live are waiting eagerly for this issue to be fixed, and the game is less fun for us all till it is fixed. and as a result many of us are still leaving the proffession all the time. If it is left long enough when the afk issue is fixed there may be no live entertainers left, or so few that it will impact the game in a very big way. Currently the entertainers will recover. There is enough live entertainers, and ex-entertainers who would return if this is fixed. So im just praying it is



As far as i am concerned AFK entertaining is our single biggest issue, nothing else matters untill this is fixed. And if you need to know there is currently 2+ ways to loop a macro.


First is /macro <name> and second is the'/ui action toolbarSlot00' commands, for afk macroing to be fixed, all possible loop commands must be removed.


irbk
Mon Oct 11, 2004 2:08 pm
#488

I'm new to CH (and SWG in general) and don't have any idea what the "balance" is that everyone keeps refering to so keep that in mind. This is what I think about CH (only being one for about 4 days).


1. Creatures take too long to be effective in battle. If you just get the CH skills and go out and tame a baby whomp rat, it take too long before he has enough HAM to survive an XP "grind". I'm sure that later on in the life of a CH this will get better because you would most likely have an adult pet in your data pad and not have to rely on babies but this first week is horrible.

2. CH XP is way too slow. (see # 3)

3. Trying to "grind" CH XP is nearly impossible unless you are a Medic. Espcially with just baby's to work with. I was "grinding" XP with the maximum amount of babys I could have in my datapad, attacking creatures that I could kill in one shot. I'd let the pet get in a hit and then kill the creature. With in about 15 minutes, all my babies were "used up" meaning that there HAM was all gone and they needed to sit in my datapad and heal up. Even with being a Novice Medic (that I picked up JUST so that I could grind some CH XP a little faster) it still takes a lot.

4. Novice CH's should have a trick command. When it takes so long to get that first level of CH where you can teach them tricks to heal mind, again, you "use up" all your pets so quick it's frustrating.


This is what I see as issues with CH coming from someone that has been a CH for about 4 days and who's biggest pet is a whomp rat with a 360 HAM.


I know that one of the benifits to a mount is that you can attack from a mount, you can't use any specials but you can attack. I think that it would be cool if your mount could attack. Sort of like a battle horse back in the day... you on top swinging your sword and the horse kicking and stomping your enemy. That would be another good reason for a mount over a swoop, it could attack.
StarNick
Mon Oct 11, 2004 2:09 pm
#489

Woot! Welcome! Im wrapped up playing Fable so I wont say much, just glad you came!



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

raynedog
Mon Oct 11, 2004 2:09 pm
#490

Hello tiggs,


1- In a good MMORPG every prof should have a use. That is to say all players should have a good reason to seek out a particular proffesion at some point to help them complete a task or perform a service. CH has lost that and no other players look for CH to do things for them. Taming mounts is not very usefull because speeders are the transport of popular choice, training pet commands is rare because most good BE's are also CH. Below are a list of things that would help players have a need or desire to group with or seek out a CH.

2- CH have been combat balanced but no one else has been making them very ineffective

3- Mounts have no purpose vs. the speed and conviance of a speeder so mounts are notthing more than for show or RP.

4- BE's can make pets better than ANY pet a CH can tame so hunting and taming wild creaturesis pointless

5- Rare pets are few in number, more rare tamables with good stats that BE's can not make

6- Pets that we could tame at launch such as the Giant Peko Peko have been taken away because they where too high of a creature level. Would like to see the return of such pets in the form or a rare lower level tamable.

7- BE's can make pets and pet meds but notting else to add to the CH game, would like to see pet warables, pet dye packs to change pets colors or skin patterens.

8- CH is stuck in a strange place because it can be combined with any other combat proffession so Devs have tried to keep it balanced so CH isn't the be all end all of combat, however this also makes CH fairly ineffective and causing damage. Any player can kill a CH pet with great ease, TKA's make better tanks, so as a CH I would like to have a role to play. There are ideas floating around this thread like Mounted Combat, Corrals, that would give CH a role to play and make them usefull.

9- With the new foce senative quests you can win a plant that takes resources and items to grow. I would like to see pets have a system like this so you need to feed them, give them water to make them grow or grow stronger. The more a CH uses his or her fav pet, over time that pet should be more valuable to the CH. So this boils down to time based progression and more interaction between pet and master. There is also a thread on that idea in this fourm.

10- As it stands the CH proffesion isn't really broken, it just needs more content, more things to do with your creatures since combat seems not to be what the Devs what the CH to excell at. A Dev once said "I'd like to improve your proffesion without giving you more power to destroy things." Ok well, let's do that then.

Threads to check out

Mounted Combat

http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=187930&highlight=#M187930

Corral Ver 3

http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=203818&page=1

There are a few other threads that have some great ideas in them however there are currently too many searches in progress to grab the links for you.


Thanks for your time.






MCH /---\ MBH /---\ MHS / --\ FS
Maidenchase
Mon Oct 11, 2004 2:12 pm
#491

I think it's simple:


Creature Handlers are ineffective in PVP (fix this and you are half way there)


Bugs: pets warping, running away from target, slow movement of 2nd pet, special attacks not working


Annoyances: 15 second rule, inability to use specials while mounted, limited storage, inability to market and sell pets, no CH content.



I'm sure there are many more, but this is what came to mind in the limited time.


Thanks for asking,


Heineken






Aakhperkare
Mon Oct 11, 2004 2:13 pm
#492

Oh and one more thing. Rancor's are SUPER weak compared to Starwars fiction. Rancors should be one of, if not THE best pet an MCH could have. And on that note...I find it pretty dumb that a BE can make a Gnort that could kill a rancor. There should have been maximum CL's for some body types that BE's can make...
Nerj
Mon Oct 11, 2004 2:16 pm
#493






picklesSW wrote:
Remove the ability to entertain while AFK, especially the ability to provide entertainer buffs while AFK. This is the single biggest issue facing the entertainer professions, it's been the single biggest issue for over a year, and hey, you've already promised to remove it. All I'm asking is for you to follow through on that promise and to do it before everyone here quits out of disgust. In other words, soon. Not next year.

Thanks.






I am not a dancer but, you may want to take a look at the crafting system for EQ2. Why? They have a very innovative way to prevent afk crafting which could be applied to the entertainment professions.


A short synopse:


1) Certain events occur at random intervals that cause a player to rect to them. aka daydreaming -- with out a proper responce the item fails.


2) Entertainers could in the course of healing or buffing be require to respond to certain problems that occur. To not do so would stop the buffing process completely. The same could be done for Doc buffs (only different action before a buff is applied and randomly chosen). This would not stop AFK entertaining to heal BF but if you weren't AFK the additional, randomlly chosenflourishes (?), could decrease the timeit would take in half.




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Keatsnam
Mon Oct 11, 2004 2:20 pm
#494

I strictly play PvE, and often solo or duo group. For further perspective, I play a Commando as well, so I am not just complaining about other combat professions - my commando is 0/3/0/1 and is significantly more powerful than my CH. Here are my issues (in no particular order):

1) Not nearly enough pet storage. Pets that are rare, or just cool, may not necessariy be good for combat. Other combatants can use houses and the bank to store an insane number of weapons. We have to release pets that may be cool-looking or interesting in favor of ones that will actually be of help in a fight. Remember the data module bug? If nothing else, re-introducing as a "feature" would be nice (and make data module droids worth owning).

2) Pets are underpowered. A TKA can solo mobs in seconds what would take me several minutes (and a lot of pet stims). Granted, my fights may require more strategy and ultimately be more rewarding, and it's probably unintended that anyone should be able to walk up to a couple of ancient graul and solo them. But the bottom line is, other combat clases can and we can't.

3) CL cap is too low. We can have 3 pets at master. Whoop-de-doo. Good luck at finding a mix of 3 pets that can fit under that limit and are worth using. On the assumption that none of the other combat professions will get nerfed to our level any time soon, at least raise the CL limit so that we can pull three pets that aren't going to keel over after 3 hits. Even 5 more points so that we can use 3 level 25 pets would be nice.

4) Sick of getting robbed of XP. I've already reached master and the XP payout still pisses me off. I can AFK a lair with a CDEF pistol for 2000 XP. Not only do lairs not yield CH XP, but a 10-minute, down to the wire, battle with pets yields a few hundred XP unless you use a Teeny Tiny Pet vs. Big Bad Mob. In which case the pet gets incapped 5 times and most of your effort is spent on reviving and keeping him alive. Pull out more than one pet, you get hosed further on XP as you receive fractions of the full amount. And that's assuming that your mob doesn't warp 100m away and die from a DOT while your pets are out of range, robbing you of XP altogether. Or sometimes the creature dies 10m away and you still get no CH XP for no readilly apparent reason. By the time you hit tier 4, combat is a waste of time as far as XP goes, as it's more effecient to train and release baby kreetles for half a day. The final insult: FS conversion ratio for CH XP is a joke (not to mention it should be able to convert to combat FS XP). I feel bad for those just starting the grind.

5) Ability to see pet details (special attacks, etc.)in the datapad.
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