Creature Handler Archive
Thread: Publish 7: Major (CH-related) Features
Yeah. WoW has a neat CH type class called Hunter. Looking forward to that. City of Heroes is looking extra nice too.
SioBabble wrote:
I'll cancel my account over this. It is, quite frankly, the final straw.
Here is a snipet from the Correspondents forum for Major items in Publish 7. This list only includes Major features and does not include any bug fixes that may or may not make it in with Publish 7 - it all depends on the amount of time that the DEV(s) working on DE issues has to finish before the publish is pushed out. There more than likely will not be much of an update on the list of DE items in Publish 7 until after TH gets back from his much needed vacation.
- Droid Damage Repair Kits and Droid Wound Repair Kit
- Droid Battery consumption rate halved (enabling them to last twice as long)
- Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
- Droid Combat module
Here are a few non-DE items that may be of interest as well
Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of “critical fails”. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
Vertical Item Movement: Another big player request brings the ability to move furniture and household items up and down. Players in all houses can now move items up and down by either using the Radial Menu or the following commands:
* /moveFurniture UP (1-50)
* /moveFurniture DOWN (1-50)
Players will be able to move items vertically in Player Houses, Merchant Tents, Player Association Guild Halls and all player city structures.
Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.
Camp Restrictions Removed: After Publish 7, players will no longer be required to be in camps to pull out Vehicles, Mounts, Droids or Pets and can pull them out wherever they are, eliminating the player inconveniences of having to find rural areas far from cities, lairs and other no-build zones in order to build a camp. The basic rules of calling Vehicles, Mounts, Droids or Pets are:
- A player will not be able to call a vehicle/mount/pet/droid during combat or 60 seconds after combat is concluded.
- There is a 30 second delay after you call for a vehicle/mount/pet/droid before it will generate.
- A player will not be able to call a mount/pet/droid while mounted or on a vehicle.
- A player will not be able to call a vehicle while mounted or on a vehicle.
Player City Garages: Architects will be able to craft Player City Garages that Politicians can place in their cities. This new craftable structure will require a Player City to be at least level 2. Now players will be able to repair their vehicles in many more locations.
Sliced Weapon Tag: With the Empire cracking down on sliced weapons and armor, publish 7 brings the ability for players to be able to view sliced armor and weapons to find out which items have been sliced.
New Mounts: Players have two new mounts available to them with Publish 7; Banthas and Cu-Pa’s!
Message Edited by Ghostlion on 02-19-2004 07:30 PM
Vertexon wrote:
Thunderheart will be posting the full list of major features for the next big update (Publish 7) later. In the meantime, though, here are the CH-related ones for your perusal:
New Mounts: Players have two new mounts available to them with Publish 7; Banthas and Cu-Pa’s!
Camp Restrictions Removed: After Publish 7, players will no longer be required to be in camps to pull out Vehicles, Mounts, Droids or Pets and can pull them out wherever they are, eliminating the player inconveniences of having to find rural areas far from cities, lairs and other no-build zones in order to build a camp. The basic rules of calling Vehicles, Mounts, Droids or Pets are:
· A player will not be able to call a vehicle/mount/pet/droid during combat or 60 seconds after combat is concluded.
· There is a 30 second delay after you call for a vehicle/mount/pet/droid before it will generate.
· A player will not be able to call a mount/pet/droid while mounted or on a vehicle.
· A player will not be able to call a vehicle while mounted or on a vehicle.
You know what is really sad? People that were here right back at the beginning may remember me going on and on about how I got a wasteland cu pa that I hoped above all else would one day be able to be a mount. I picked him up, sheesh, must have been about 3 weeks after the original release - I know it was was beforei made master. He is sitting in my datapad even now - cute lil(ish) Dusty, never used in a real fight (just watched my back a couple of times at Kor Vella). But I just read the highlighted section and all I could manage was a kind of 'huh, ok'.
That is what this last week has done to me.
Thanks for the info Vert, but huh, ok is about all I can manage atm
Message Edited by Sooty on 02-19-2004 05:33 PM
SioBabble wrote:
The banthas and cupas (to include the wastland variety, I hope?) are of course welcome, but the 30 second delay makes absolutely no sense at all, and I'm perfectly serious.
I'll cancel my account over this. It is, quite frankly, the final straw.
Wow, you make it sound like the 30-second delay is the end of the world.
The 30-second delay will not bother me. If Tuskens surprise me, I'll fling my Arachne Webmaster at it and take up a defensive position.
How can I do that? Because the Webmaster will already be out.
Why is this 30-second rule in place? So that you can't whip it out without warning. If you already have the animal ready, the 30-second rule will not affect you.
How do we hunt with our pets now? I don't know about you, but here's my routine:
I call pets in town.
I leave town.
I hunt.
My pet gets hung up at the boundary and is 300 m away when I notice.
I store the pet (disregard this step if the pet vanishes, natch).
I set up a camp.
I create a new camp.
I call pet.
I leave camp and go hunting.
What will I do with the 30-second rule?
I call pets in town.
I leave town.
I hunt.
My pet gets hung up at the boundary and is 300 m away when I notice.
I store the pet (disregard this step if the pet vanishes, natch).
I call pet.
I go hunting.
Message Edited by Kuildeous on 02-19-2004 07:39 PM
Vert I know you were embarassed to publish this and I sympathize.
Let me see, we get two new useless mounts and another nerf. Want to bet the restriction on vehicles is lifted because they poof? Want to bet the the restriction on pets is not?
Well, this did one thing. It eliminate all second thoughts I had about canceling my last account this weekend. I do wish I would not have paid up the maintenance on my buildings in case I changed my mind. I would have had more credits to give away. It shows their attitude toward CH has not changed since release, Nerf and Ignore and then nerf again. They threw us one bone with mounts and took it away a month later. Just eliminate the damn profession and get it over with. It will save alot of newbs from starting it getting excited at the possibilities and then figuring out they have been had.
Come to think of it....
After re-reading the threadwhere Vertexeron posed several questions of us, one of which being name the top 5 creatures you want mountable, it just occurred to me that the top requested animal there was cats. Just about everyone wanted Cat type creatures to be mountable. Right before he posted this thread, Vertexeron un-stickied the thread I'm mentioning here. Was the thread something to keep Vertexeron and us occupied? Did they already know what they wanted to add, but wanted he and us to think that they were actually going to listen to something we said?
Personally I have a few camps on hand at all times. It takes me less than 10 seconds to drop a camp and call 2 cats and a speederbike, be on the speederbike and be on my way (because my cats can juuuuuust run fast enough to not be left behind for at least a minute.) With the 30 second rule I will click on my pets and have to wait 30 sec- Damn! Called the wrong one! Crap, now I have to wait 30 seconds, then store it then call the one I wanted then wait another 30 seconds. 30 seconds may not seem like a long time, but start a timer the next time you're in combat with something even remotely tough to you.
Miqmac wrote:
I hate to sound argumentative, but i personally think that the 30 second timer is very reasonable. To be honest it usually takes me at least that much time before i can find a place to build a camp (that i had to spend resources on to build) before i can call them as it is. That and the fact that it cuts down on the pokemon type of play that the devs are trying to avoid. 30 seconds.. really not a bigdeal... Im very happy that instead oftaking the time to walk to my mission with my pets already out or searching for a valid camp site once i get to the area, i can now get on my vehicle, drive to the location, store my vehicle, pull out the pets, fight, store the pets, call the vehicle and drive back... this sounds like a time saver to me in the long run.
just remember when youwrite (we) in reference to the entire ch profession you dontactually represent ALL of us.
ok..... flame away
The thing is Miqmac, why is the 30 second timer reasonable? As in, why is it needed in the first place. There is no exploit with being able to call a pet (virtually) instantly when every character in game can don a full set of composite armor and their best elite weapon in less than one second., so that reason doesn't wash. And its the only one we've been given. Its a pointless, mindless, aggravating timesink for no other reason than to have a timesink. There is no exploit this will fix (just wait for 28 seconds before accepting the duel after calling your pet if you want to surprise the other guy). There is simply no reason to it. The whole p-word arguement is foundless when some can put on a full set of advanced composite armor with one button click in less than a second. A CH cannot even use a command line to call a pet, they have to do it manually from the datapad - trying to do that at the last second to 'surprise' someone just means you are going to be delayed in putting on your own armor and on the back foot from the outset. Plus pets are pretty much ignored in duels or any PvP by a halfway competent opponent.
Imagine - every single crafting action now gets a 10 second timer added to it. 10 seconds isn't much, surely you would hardly notice it when you are making things. The timer is pointless, irrelevant, unneccessary but its only 10 seconds, so what's the big deal, right.
Regarding the 30 second delay when calling pets/mounts/vehicles/droids/etc...
Can we safely assume that if in a camp or in a city, the item called will generate as we are used to (immediately)? Otherwise, all this creates for creature handlers is hours of accumulated time-sink while we wait for our weapons to appear.
It's one thing to pull them out in the middle of nowhere (which is a nice addition), I believe that SHOULD be subject to the timer in that case. But if I take the time to make camp, will I still have to wait? I don't really like the idea that I'm going to be holding up the group every time we want to attack something or be left behind, and I don't think everyone's going to like waiting to generate their vehicles everytime they call them either if they are in situations (again, like camps/cities) that currently allow them to be generated instantly.
[EDIT] Also, as someone else pointed out further down this thread, creatures are our weapons. Why do we have to wait 30 seconds to call them if a pistoleer doesn't have to wait 30 seconds to equip their gun? 30 seconds is life and death in PvP. It's like someone used /warcry2 on me followed up immediately by /warcry. [/EDIT]
Thanks for reading, hope you might be able to clarify, or get Thunderheart or another authority to do so.
Message Edited by Ko-aIri on 02-20-2004 01:35 AM