Creature Handler Archive
Thread: Can we get a current list of bugs, Plz
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.
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.
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?
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
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
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?
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
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
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