Creature Handler Archive

Thread: Creature Handler Issue/Request List (Sept. 2004 Revision)

borrutsorro
Mon Feb 14, 2005 12:37 pm
#118

a idea


being able to redeed a just tamed pet,so then novice ch's can store more tamed pets when they need to

just a suggestion though
QAGamer
Mon Mar 21, 2005 3:26 pm
#119



Most of this was covered i just copied and pasted from another post sorry for the reiteration


I am a master CH myself and I would like to see a few things change.


1. specials work all the time

2. Pets that are useful. Prior to the big nerf my arachne webmaster that took me months to get actually helped me, now he is kind of worthless.

3. Bring back medium armor for certain pets With the CL limit I would not consider this unfair by any stretch of the imagination. For example current level of arachne webmaster is CL50. Bring back mediumarmor and up his dmg slightly andmake it CL60.

4. Make CH fun again. I used to love going out and hunting for rare pets cuz it was fun and the pets were useable. Now the thrill of me finding a pet is gone considering I could have a BE make a pet that could own a bull rancor.

5. Let BE's make pets that are different than those found in the wild and are unique to those found in the wild.

6. Once a month make a different creature tameable that was not previously tameable and rotate them or make a whole new breed of monster that's tameable. This would be awesome it would give us CH's something to look forward to with each publish and all other players would benefit from it cuz they would get to see a cool new monster or previously untameable monster each month.

7. Also at this point CH is not a viable way to make money which is hard for those of us who mastered in it. Wen spent a ton of skill points on this profession and are two money makers pets and mounts are now worthless. Everyone uses vehicles and CH's don't sell pets anymore could they are worthless. I remember when I used to be able to go hunt grauls and sell them for 100k a piece sometimes more. That was FUN@@@!!!!!


MAKE CH as awesome as it used to be. We are not asking to be overpowered but right now we are grossly underpowered and almost any profession can murder us. Most importantly though bring back the fun aspects of CH. Thank you!
Vertexon
Mon Mar 21, 2005 7:36 pm
#120

Working on a new draft proposal for this, but got sidetracked by the CU document release last week. Whenit's ready, I'll present it for feedback and prioritization.



-Vertexon.
QAGamer
Tue Mar 22, 2005 5:40 pm
#121

Thanks Vert as you know we are all very anxious!!


After you send a draft proposal to Devs do they give you a reply?
spreadsheet
Tue Mar 22, 2005 6:08 pm
#122

I will personally hand the update out to any devs I can corner at fanfest....lol....seriously!!!




=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


DaBudo2
Tue Mar 22, 2005 7:38 pm
#123






spreadsheet wrote:

I will personally hand the update out to any devs I can corner at fanfest....lol....seriously!!!







Same here! I'll be at Fanfest, too. And if it was like last year, the Devs are very approachable considering how busy they are. We can spam the devs the old fashioned way (j/k)



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

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!
QAGamer
Tue Mar 22, 2005 8:00 pm
#124

Sweet I am totally counting on you guys!!!!!!!
projecto2501
Tue Mar 29, 2005 8:46 am
#125

I would like to pitch in that the oppening list is right on from my prespective having been a CH for more than a year. I would just like to highlighta coupleof the issues mentioned as particulary important to me:


1. Pets should not run away, particulary if they are "ferocious" and have plenty of health. Pet's running away in combat is a big non-starter. I've recently gone in groups to fight elders and krayts and had my pets run away. This leaves the melee group members standing cold and raises the possibility if drawing un-wated agros. In other words, if I am a Master CH, in a group, and fighting high level mobs, it is BETTER that I NOT call my pet.


2. Pet ranged attack does not toggle. I am a ranged combat profession and I usually want my pet to close in to melee distance. If I tell a pet with ranged attack to attack he starts spiting. If I issue the trained "toggle ranged" command, the pet continues spiting and I recieve a system message that Ranged attack has been toggled ON. If I issue the commnad again, there is no change in the pets behavior and I recieve another message that ranged is toggled ON. The net result is that my pet does not protect me.
JonBlack13
Tue Apr 05, 2005 10:10 am
#126

Here is a few things i would like...


Creature Handler


*The Ability to Breed, itwould work as a chance depending on the creature, it would take time as to keep from spamming it constantly, and you need 2 pets including a male and female for those species with such added names like Kaadus, you would also have to be on their home planet. The outcome would be either an egg or baby depending on species and if its an egg you would need a new item called a "Incubator" to hatch it.


*More mountable creatures like a Rancor at Master Creature Handler and other mounts depending on your skill.


*Only ones able to put onor take off armor or clothes on a creature.


*Increased Maximum Creature Handling Level atleast to 80 or 90 possibly 100 if the devs increase it up to it, its thier choice.


*Also the Ability to teach them to Dance or Sing along.

Tailor


*The Schematics to make creature clothing.(Don't you remember episode 1 with the parade at the end?)


Armorsmith


*The shcematic for creature armor mountable on any creature depending on which armors it could wear like player characters, it would appear to be a kit name Light Creature Armor, Medium Creature Armor, Heavy Creature Armor, and Extremely Heavy Armor (For Creatures such as Rancors, Kimogilas, ect)


Bio-Engineers


*Stripped of thier ability to make Super-pets that are NON Creature. That just isn't right and it destroys the reason to even be a Creature Handler. They should make only up to 1000 HAM Creatures that are NON Creature Handler, that will restore the whole point of being a Creature Handler. Also there should be HAM LIMITS for different different clonable creatures like a dewback would have higher HAM limit ,but the second it goes NON creature handler the non-ch limits apply, than a Durni. Doing so will bring Creature Handler back to life because Bio-Engineers will be needed for different things other than making creatures once the CU hits Live.
_YakFace_
Thu Apr 07, 2005 5:03 am
#127



My top fivelist:


1. More pet storage in datapad or maybe a corral.


2. Ability to sell tame CH pets on vendor/bazaar


3. Mounts need to be valuable when compared to vehicles. Include improved mounted combat and also armors for pets.


4. No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers


5. Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc) only for master CHs and specific CH missions.





__________________________________

YakFace in Radiant [ exMaster CH / exMaster Pistoleer]
A smuggler now

TullFloyd
Mon Apr 11, 2005 8:05 pm
#128

Good list thought i would say my one idea again. A way to retire a pet where it transforms into a pet deed item that you could display in a house. Other people could examine it and see the stats it had but it would no longer be usable. To late for my best mid lvl bepet i had he was lvl 33 33resistance to all and had strong posion and dizzy strike.



Flurry

Morarrana

Master BE almost Master ch

BEpet shop on corellia at 804-5116
Vertexon
Mon Apr 11, 2005 8:18 pm
#129

I hope to have something to post for yourfeedback on this very soon, since I'd like to get a community approved draft ready in time for Indianapolis. Currently wrestling with how best to tackle the idea of combat-related issues on the list (since CU is still under NDA).



-Vertexon.
decxx
Thu Apr 14, 2005 2:10 am
#130

Hm... not sure if this is the correct thread but....

… after a year of “pet-trouble” I quit being a creature-handler a few months ago with my main-char... i still have a BE+CH but not often playing it.
But as I still believe in CH being potentially one of the most interesting profs in SWG I would like to tell what I think should be done to this prof to bring it back from the (let’s say) “hardcore-CH-gamers” to the public interest 

I don’t think CH should be much more powerfull (in combat) as I experience a much more usefull combat-role on TC with the CU-changes so far.
What I think is that CH should get some more economic and social features.

If there’s a “real” CH-rewamp planned for the future (in addition to the changes in the CURB) I could imagine of changes like being able to affect the final stats of your pet in the way you treat it while it’s growing. Let’s say that a pet that is often used in combat while growing gets a higher aggression while staying the same lvl (im referring to the BE-stats of a dna-template); but if you let your pet always attack weak opponents it will not gain such high aggression-stats while at the same time if attacking to powerfull enemies with your pet it may become fearfull because it always looses it’s battles.
A pet that is regulary used as a mount while growing may gain strength and condition and if you often use pet-commands and educate your pet with /pet or /slap and stuff you can increase the dependability and more…

With all this “experienced” creature handlers can get back to the point they once left with standing in coronet or anchorhead and selling their “professionally educated” pets to other CHs. You can focus on raising pets with high dependability or focus on aggression or condition.

The final result of “educating” a pet while growing could be something like 75% - 150% of the default-stats for this pet-model for example. This means CHs no longer call pets that aren’t fully grown yet just to speed up the growing-process. They need to use ‘em in combat or anywhere else to get the best possible result out of it.
This should work for wild-pets as well as BE-Pets.

Imagine a CH that focuses on “breeding rare babies” to 150% of their defaults. Wouldn’t this be a possible solution for all things current CHs want to be changed? Like being a more “usefull” profession and having more powerfull pets (depending on your breeding-skills ,-))…

I think the game already offers the functionality that’s needed to bring in these changes – the only thing to change is the way your “actions” influence the growing-process of your pet.

One last thing I could imagine is that pets no longer have certain specials. They should have a “brain-storage” and a CH can put certain commands (incl. specials) in the brain of that pet. The brain-size depends on the level and the model of the pet and teaching commands could work like astromechs and pilot-commands do.

I don’t know if this has already been suggested by any1 else but I wanted to tell anyways


But even if CH wont get a major rewamp soon… SWG (especially with the CURB) is the best game I’ve ever played… after all ppl only complain about the changes (like my grandpa: “everything was better when I was young”) I wanted to say that I LOVE the game and the CURB

That’s it

cya
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