Creature Handler Archive

Thread: Can we get a current list of bugs, Plz

Svoko-Riola
Fri Apr 29, 2005 5:31 pm
#14

Creature size is all messed up. My giant veermok is the size of a regular veermok, my giant sand beetle is the size of a kreetle, my giant carrion spat the size of a regular carrion spat, my vicious huf dun is the size of a fambaa, and lowland brackasets are the size of male brackasets.



Also, another funny bug for anyone who has a giant carrion spat. They changed the mounted lvl to (10) of 15, and scalled down the size. But they scaled down everything about the size, including the rider. If you mount one you will shrink to about half of your normal size, about the size of a toddler.





Svoko Riola
Lowca
Master Creature Handler/Master Rifleman
Owner of Eternal Zoo in Eternal, Naboo
theorb22
Fri Apr 29, 2005 5:47 pm
#15

Yea, for some weird reason, when i stood still a second, my faamba kept wandering around like it was lost.....





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Garavic
Fri Apr 29, 2005 6:10 pm
#16

Honestly I have no problem with my pet tanking for me. However right now I am maxed on CH exp according to the game (at 20k exp) so I'm stuck and can't advance as a CH
ioan
Fri Apr 29, 2005 6:18 pm
#17

Quoted from above:


"Great so now Mounts are slow, don't attack unless told to, do not auto-follow anymore and aggro things ifit's a stalker."



Mounts are not slower.But, a pet that follows you is slower. For the mounts I've retested, the rate of travel (while ridden)is the same as it was before the CU.






Emaa
Starsider
Master Ranger / Master Creature Handler / Taun taun Handler #3

For your Ranger, Camping and Creature Resource needs, visit the No-Trace Survival Trading Post in Mos Taike, Tatooine (3500, 2000).

Mount and Vehicle Speeds Revealed in the CH FAQ
Garavic
Fri Apr 29, 2005 6:23 pm
#18

I have had no follow issues, but my Cu pa has also developed ADD. He doesn't agro anything, but everytime I stopped to milk a Faamba he started wandering over to the butterflies.
taloncard
Fri Apr 29, 2005 6:29 pm
#19

ok vert I hate to say I told ya so but I did mention mounted combat being broken in TC and you said it worked fine so

Other than that the scale of pets seems to be broken.

my dewback is now the size of a lesser dew. My GPS is the size of a razorcat. ETC.. yet wild pets seem to be much larger now. anyone else noticeing this?




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Vertexon
Fri Apr 29, 2005 6:37 pm
#20






taloncard wrote:
ok vert I hate to say I told ya so but I did mention mounted combat being broken in TC and you said it worked fine so






It was definitely working at one point after I initially posted saying it was broken, because I was able to /attack things. I just can't seem to do that anymore. Darn Bespin repair people... I believed them!



-Vertexon.
GreenDemon
Fri Apr 29, 2005 6:47 pm
#21






ioan wrote:

Quoted from above:


"Great so now Mounts are slow, don't attack unless told to, do not auto-follow anymore and aggro things ifit's a stalker."



Mounts are not slower.But, a pet that follows you is slower. For the mounts I've retested, the rate of travel (while ridden)is the same as it was before the CU.









Naw i mean they have always been slow if you compare them to a speeder. Why do i have the feeling that theVeractyl and Bolataurare gonna be just as bad...


And they better not hop up while runningas much as a Giant Spat or DewBack either. I love the Giant Spat but it aggroing everything on the radar and giving me a headache everytime it takes a step makes it worthless!


Message Edited by GreenDemon on 04-29-2005 06:52 PM

Abyssdame
Fri Apr 29, 2005 6:58 pm
#22






Vertexon wrote:

This is what I have so far, but am definitely looking to add/subtract items as needed. What's missing from this list? Which are the most important items to focus on getting fixed first?



1. All pet special attacks are broken in the CU and do not work at all.


2. The aggro system makes it unreasonably difficult to use pets for any kind of tanking whatsoever. The first time you shoot an enemy, it immediately ignores your pet and focuses on you


3. Pets have no visible resistances. Unable to determine whether the resists are just invisible to us or have been removed entirely. If removed entirely, thisgreatly damages pet variety.


4. Pet level doesn't appear to scale correctly in a group... pets die *much* faster in combat than their CL would appear to support, and because of the con/level system a MCH has no reason to use 3 pets, as each pet would count as Level 23 (approx) and thus be destroyed utterly by anything the CH faces that's above level 28


5. Pets should not count against the group size limit. This makes Creature Handlers very undesirable in a group.


6. Pets have insufficient damage-dealing capability to function in the damage-dealer capacity implied by their "Jack of All Trades" combat role


7. BE pet conversion process tends to break pets (often making them CL 100+) if you attempt to convert level to match stats


8. Pets sometimes get stuck in combat mode and cannot be pulled out of combat


9. Pet stimpacks not working properly (reduced in power)?


10. Mounted combat does not appear to be working. Even using /attack no longer appears to do anything


11.The command /tame triggers the auto-attack loop, which can result in you attacking a baby instead of trying to tame it


12.Pets no longer auto-follow their masters (fixed in today's update?)


13. Pets lack the versatility in general that is required for a Jack of All Trades role. There is a complete absence of crowd control or counter abilities (i.e. knockdown recovery or damage mitigation).


14. The guard command doesn't work (fixed in today's update?)





Ok so what are we paying for? do these people go to work drunk? 2 years and they still cant anything right? What in the hell is going on here? I cant get my pets to do a damn thing. How much patience are we supposed to have?



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Dodece
Fri Apr 29, 2005 6:59 pm
#23

Okay vert I got take issue with a couple things


1. On the aggro system its not any shot. Its any shot that exceeds your pets DPS. That means if you work with a relatively weak weapon say a base llc with a level 45 pet as your pet of choice the creature will not aggro on you. The damages are about even. I do agree it could use some tweeking to allow the player to take an occassional risk with a high damage shot, but it does keep perfect stacking down.


2. The pets are working quite effectively at crowd control. It was thank to my pet crowd control that my character did not die a few times tonight. I screwed up and got jumped by six screechers. My other half of my template is MBH a prof listed as exceedingly weak in crowd control, and boy did it show. I could see that vividly displayed as my health started dropping rapidly if it were not for my pet I would have been toast he polished off three of those guys giveing me enough ability to handle the other three. Later I screwed up tameing a baby and I had let my prowling gurrek play 40 meters off. Needless to say I was getting my rear end stomped until I located him and we turned the table. It seems to be working fine to me.


3. I think the damage was relevant and effective.


4. Useing multiple pets worked fine for me. I found I did a bit more damage more quickly so it was good for quickly dispatching a target, but I found it unwise as a gang bang as it were. With the more modest ham.


Bugs I did notice.


Tameing bugged some things listed as tameable are really not. Sure you can go through the process, but when you type /tame it says you cannot tame that, and its well within mch skill. Very verified tried it on a few things on endor.


Pets have had skin alterations that are just ridiculous. Worrts are nearly invisible and the giant sand beetles is the size of a house cat.


The pet conversion did not seem to bad pets are generic now need I say more. Not much of an issue. Give up some individuality for greater playability I can live with that.


Pets still have some AI issues


Moakie
Fri Apr 29, 2005 10:35 pm
#24


I still have to wonder about the type of defense the pets have. I had a lvl 33Piket Longhornout attacking a 27 quenker. I didn't even fire just to see how my pet would fair. It was dead pretty quick. and it only took oh 15% of the quenker's health off before it died.


It just seems to me that if you have to sacrafice the benefits of training up a combat profession so that you can have some or all CH then the pet needs to make up for that. I don't think it is, but maybe I'm just expecting too much. It just feels like it did before, where there was no point to having a pet attack an animal. Or am I missing an important point with the levels?


This is also only in TC that I'm getting my results from.


Message Edited by Moakie on 04-29-2005 10:43 PM



-= I'd rather be riding my motorcycle =-
Chessack
Fri Apr 29, 2005 10:50 pm
#25

Another bug or issue:

People are reporting (various sources, not just one) that their non-CH or novice CH level pets (around 10 or 12) are owning stuff 50 and 60 levels higher than the pet. This clearly should not be. I don't have one of these so I can't attest to it myself directly, but it probably should be looked into.

C



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Luxora
Fri Apr 29, 2005 11:21 pm
#26


Another bug regarding pet conversion.


I have a particular BE level 63 razor cat that I decided to convert its stats down to match its level, and some pretty peculiar things happened to its stats to bring it in line with the CU.


For one, its To-Hit is now 0.0, however I've tested this pet in combat against various level enemies and it can still attack and doesn't miss as often as you might think... Is this just a display bug, or is my cat actually nerfed into 0.0 and can't hit anything? I've tamed some normal post-CU creatures with a To-Hit of up to 175, so the To-Hit stuff is definitely on a new scale... I'm just concerned about that.


Secondly, my cat's resists are (almost) all set to 4086 or so, which is an odd number and rather high if I'm reading it like it should be read, when compared to my other pets whose resists are like... 50-ish if that.


Thirdly, I don't think its' attack speed was increased to match the new system either, which can be noted by examining the stats of any BE pet versus the stats of a normal tamed pet (which usually has a ridiculously higher number, though I still haven't seen this be affected in combat, so I don't know what the heck is going on.)



Luxora Zsanu
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