Creature Handler Archive

Thread: Corral Plan V.3

Vertexon
Fri Oct 01, 2004 6:38 pm
#14

Really great post and ideas... definitely a lot to consider.


Off hand, my twoinitial concerns are:



(1) Do the maintenance requirements make this too muchof a hardcore thing? Over the last year I've known many crafter types who came to lament the need for daily logins to check the harvesters, check the factories, check the vendors, check the E-Mail. It ended up turning into a "second job" rather than a game, whichtends to bea speedy road to burnout.


While the micromangement definitely appeals to a group of people, is this casual-friendly enough for the amount of development assets that would be required todesign and implementit?




(2) What impact would this have on the meta-game of hunting down and taming creatures in the wild (i.e. the "taming" game). I see there you have built-in safeguards to protect CL 50+ creatures (i.e. the powerful "ultra rares"). But I remember the search for even low and mid-level pets with unusual properties was once a hallmark of the CH experience... and something that I'd like to see come back.


Granted, you do have to get a pair of wild hilltop kimas if you want to start breeding them. But if a player down the street is already running a hilltop kima ranch (with better, stronger, easier to get kimas)... don't we again have the Tamer vs. BE situation? Except now it's Tamer vs. BE vs. Rancher?



-Vertexon.
enigma_writer
Fri Oct 01, 2004 7:53 pm
#15

This is a wonderful post


I hope that someday our pets will have homes and give us the ability to proudly display and take care of our pets.


I have been designing a zoo for Galactica city and this would be much better because the pets are not just standing like statues. I think this would appeal very much to dedicated master ch who regularly play and wouldnt mind the extra time needed to do this.


I think we would still be different then bio engineers because of the fact that we are raising the creatures. Not just sampling them and putting them together butthese pets we would have to raise and take care otherwise they would not survive. I also like how you have to have 2 identical creatures but think the cl being allowed to breed should be anything below lvl70.Why should the ultra rare pets be excluded from this and because you system requires 2 identical creatures withperfect vitalityit will keep the standards of pet rarity. Also if the pets are limited as to how often they can reproduce such as a pair of Bull Rancors may onlyhave 2 children that wouldalso ensure their rarity. We cant have Bull Rancors breeding like wabits



Hope this someday becomes apart of the game


Milteck (BEAST)

Master CH

Rare Pet Collector

Leader of Galactic CH Guild

Proud Member of Combat Sandbox Team
Pluto9Moon
Fri Oct 01, 2004 8:34 pm
#16

Let me address maintenance first. It has always been an arbitrary number. The addition of a non-commercial switch allows for this to simple be a storage facility with no other function.

A quick side note. We have not started to form any arbitrary numbers for egg laying or milking. What is the average cost of the uber milk or eggs per server? I don't use them and when I do sell these items it is always 3cpu.

With that in mind, there is more to this than breeding and selling pets. There is the DNA aspect which if doing DNA makes breeding null and void until you get 100% vitality creatures back in the pens. There is the /cullherd and assigning a value or statistical bonus to Rangers that I forgot to mention.

Dabudo thanks for doing the math (173K/month). In a non-comm corral thats 86.5K. I really have not made an attempt to reason out that this is some get rich quick scheme for CH or apply each individual servers economic needs to this model.

So lets apply the DNA model to this standard and a BE help by placing an arbitrary number on sampling rights on creatures. Obviously to max this out 240 total CL is no more than 22 pets CL10. 6 CL40 the average samples would be 10 so that 60 samples from 6 CL40 creatures. Can some assign a value for no agro? The right creatures with the right stats? This sets the tone of this.

The kennel auto trainer could have its own set price per command. I have left a lot of this open for interpretation. CH's setting their own values and servers will set the tone as well. Again if it is realistically too high then we can reduce it. In many ways it would be simpler to replace it with N, 2N, 3N, 4N.

OK. That is the monetary issue addressed. I will try to address the other concerns Sunday or Monday. Keep adding to this though. I am out of town Saturday. Sunday will be the Race on Bria, I hope to make Radiant in avatar at least. If I did not answer things sufficiently this time rephrase the question for me. Keep the question coming by any means, as I said this is not my idea this is a CH idea. Each and every one of you have built it. I get caught offguard at times because I feel the questions are aimed at me. So I must footnote that I do not have all the answers because I did not have all the ideas. In the end, we can make it work.

I will be keeping this version on my priority list. I want it to work. Version V.4 next month if we can keep the dialogue going and we have sufficient things needing to be changed. Thanks for the comments so far.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
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TheMaestro2680
Sat Oct 02, 2004 9:28 am
#17

In reference to Vert's concerns, I was also a bit worried about time investments, but the inclusion of an on-off switch appears sufficient.


On the other hand I do not think the corale will interfere with the taming experience due to relatively low numbers of CH, low capacity of corale at even the highest level, and a large base of creatures to breed. At the highest level, the corale could only breed 7 species (you would need to leave space for the newborns? unless there is some special temporary newborn container). Considering there are not that many of us and that we are not on all day, one could expect to find the species they were looking for on rare occasions. Additionally, there will always be those good ones you have to go find your self, no matter what.



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Pluto9Moon
Sat Oct 02, 2004 9:22 pm
#18

I want to address the issues of Tamers taming. It seems to me there is relative ease of finding a pet better than any extinct/rare out there (Edit:I mean to say BE make better pets and are available on vendors). That has not stopped true Tamers up to this point. Tamers will always tame. It is in their blood.

I wish I could say that everyone will get their rare that way. I am sure some will not. Even now some have been gifted their rares through other players (not a judgement just a fact). There is nothing stopping it now. And only each individual CH's spirit will tell if he would rather buy one or hunt for it. I don't buy art nor would I personally buy a rare because it is now rare.

I have been an amatuer herpetologist for years. Addressing the issues of rares. The market for exotic snakes such as albino versions becomes chaotic when a new albino strain pops up in a species that never had that strain before. When I bought my first albino burmese they were 1K a piece. So the theory that rares will stay rare is somewhat misleading. Someone will see they sale for 4mil and breed them. Once they are breeding they will also lower in price. This does raise a valid concern about keeeping rares rare.

The availibilty of uncommons and such seems trivial to me. Uncommon to me, means they should be found in a week or so with steady hunting. The issue of rares may be a different matter entirely. But the reward of taming is a reward in itself. It is and always will be an ego reward, except where the market dictates that 4mil is a good profit for selling your rare.

Feel free to comment. That is just how P9M sees it.

Message Edited by Pluto9Moon on 10-03-2004 06:45 PM



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Tstorm
Sun Oct 03, 2004 8:38 am
#19



Pluto9Moon wrote:
The CH stable already exists in game.




Very interesting. My problem with the corral idea in the past wasn't because it was a bad idea (quite the contrary -- I think it's pretty neat), but because as I read the idea I was eyeballing about a billion hours of development effort. Having a artwork already in game certainly does cut some of the development time I'd imagine.

I do like the interdependencies (Architects build the stables and so on), but I think some of that does complicate things as several skills, skill trees, schematics, etc. would have to be touched. I am not saying they should be removed from the proposal, but I don't think we're going to see the Devs commit to doing it anytime in the near future. Along those lines though, once JTL comes out, I would *love* for the Devs to divulge what they have in mind for the next 6 months or so. We know about the combat rebalance, but after that, what's next?

With all the interdependencies, this proposal does appear to add value to more professions than just CH, which is a good thing. The "quick fix" to the "storage issue" would just be to bump up the number of stored pets in our datapad, but this corral is a much better way of handling it long term.
Vertexon
Sun Oct 03, 2004 3:55 pm
#20






Pluto9Moon wrote:
I want to address the issues of Tamers taming. It seems to me there is relative ease of finding a pet better than any extinct/rare out there (Edit:I mean to say BE make better pets and are available on vendors). That has not stopped true Tamers up to this point. Tamers will always tame. It is in their blood.




I don't dispute that, but Taming used to be an activity with more widespread appeal (not just among the diehards). It's part of what makes the Creature Handler profession unique and engaging. Perhaps its an unfortunate aspect of human nature, but many people will take the shortest road to a reward even if it's a more boring or more frustrating road. In this case, I thinkthat's leadingsome people not to realize what they're missing.


Which is definitely not to say that pet selling doesn't have its place (because it does). I'm just not sure if this particular proposal strikes enough of a balance to reach a happier medium than we currently see in-game.



-Vertexon.
Pluto9Moon
Sun Oct 03, 2004 4:00 pm
#21

Thanks Robo for the reminder.

Eggs and Milk: I caught this was left out after I posted it. This part needs work. These will need a stat bonus to make it workable, or the rate of production will have to be high enough to make it feasible, or some combination of both.

Ranger Bonus: I don't think stat bonuses work here. Simply because one Ranger would have to know many CH to get any kind of stack worthy enough to sell. The best thing possible is a decent harvest bonus like 20% to make it work. That way anything harvested may stack with what the Ranger is hunting already.

Tstorm: I really flipped when I saw this structure in the Hero Quest. It is East of Mos Eisley if I recall correctly. Take a trip to go see it. Of course if the inner house art is fixed in place then there may be problems because it is stacked with furnishings. It has a larger footprint and most likely we will be told it requires 7-9 lots if we want it. This answered a Niche question for some. CH now have something they could do, a reason to tame, and a way to make some cash.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Pluto9Moon
Sun Oct 03, 2004 4:08 pm
#22

Vert,

In keeping with the idea of the forum, do you have a middle road in mind or some model with which to go by? The CL limits (imho) keep the rate of reproduction reduced. 6-7 creatures at max CL and Max Vitality could never be more than 3 breeding pairs of CL40. That hits the CL240 limit (without leaving room for the babies itself). Meaning that if a hardcore route was used there could only be 2 breeding pair CL40.

I do worry, as I have drawn out in my real life reptile breeding experience, that in breeding rareness one does see a flood in the market and a change in the economy. I am sure there is some rare tag internally, so that being said if rares were not included will it maintain any viability for CH?



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Vertexon
Sun Oct 03, 2004 4:19 pm
#23

I'm not sure what middle of the road I'd envision here. The idea of pet breeding is very cool and has certainly been popular in some other games. But in SWG it would be adding a third "pet faucet" to a system where the two existing faucets are already in direct conflict (namely wild and BE).


Personally I've always wanted to a see a differentiation where Wild and BE pets would be "different but not better" than each other. The special attack plague strike is a good example. It makes the mantigrue screecher valuable in a way that doesn't rely on just tanking ability.


Introducing a "pet breeding" system does basically add a third chair to the table, even if the skills themselves are contained in the CH profession. It's a more crafty playstyle that isn't going to be every CH's cup of tea, so I have reservations about it supplanting the adventure-oriented aspects of the profession.



-Vertexon.
Pluto9Moon
Sun Oct 03, 2004 4:37 pm
#24

Vert,

Tricky to say the least let me think on it.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
RoboFish
Sun Oct 03, 2004 4:40 pm
#25



Vertexon wrote:
I'm not sure what middle of the road I'd envision here. The idea of pet breeding is very cool and has certainly been popular in some other games. But in SWG it would be adding a third "pet faucet" to a system where the two existing faucets are already in direct conflict (namely wild and BE).
Personally I've always wanted to a see a differentiation where Wild and BE pets would be "different but not better" than each other. The special attack plague strike is a good example. It makes the mantigrue screecher valuable in a way that doesn't rely on just tanking ability.
Introducing a "pet breeding" system does basically add a third chair to the table, even if the skills themselves are contained in the CH profession. It's a more crafty playstyle that isn't going to be every CH's cup of tea, so I have reservations about it supplanting the adventure-oriented aspects of the profession.





I think you are missing a very important part though, though yes it might not be every CH's cup of tea it would atleast allow us to compete more with BE's. And unlike with BE pets the strengths and stuff would be random so BE pets would still be easier to create. I mean atleast its something for us dedicated Creature Handlers, a Bio-Engineer can build pet better with a lower level then anythign we can tame. So it doesn't seem to hurt us at all. Also when you say "supplanting the adventure-oriented aspects of the profession." I totally disagree, it would adding for adventure. Seeing hwo to even start we woudl need to find a male and female varient. Or it we want to try out specie combinations such as Enraged rancor mated with regular rancor or Bull rancor. PLus like all breeding you cant just keep breeding the babies of the pets with themselves so you will need to constantly finding new blood to add.



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Cyphaze
Sun Oct 03, 2004 4:47 pm
#26

ARGH... just posted a massive reply post at a friends house that somehow never got posted. Meh.


Instead of typing up all that again... first, thanks for posting my breeding idea, Pluto


I have to disagree with making bred pets stronger. It just produces another "what's the point of taming then" argument.


Also, I agree with the non-comm approach. If you want to use a corral only for storage, you pay a low rate, comparable to a small or medium house. If you want to use it for breeding, you have to pay double your normal rate. More on that below.


About the klikniks and gaping spiders and other species with queens: you can either make them all un-breedable or simply make the queens unbreedable (there aren't any tameable king counterparts anyhow) and make the rest of them assumed as both sexes. Sure, it's an inconsistency, but there are tons of inconsistencies in-game already - a little thing like that won't turn heads. Also, remember that there are some species with specific male/female varieties, e.g. brackets and kaadus. Here's my solution: In order to breed a male or female brackaset (not the unisex kind), you need one male and one female. The babies they produce are either male or female - it's randomized. The birthing period would be equal to twice the AVERAGE of their two CLs (this would always come out with a whole number since the only decimal you'd get from averagingtwowhole numbers would be .5, times two is equal to 1)


As for why breeding won't annihilate taming, there are a number of reasons:


1) It costs more maintenance and more storage space


2) Again, ultra-rare creatures still provide an ultimate goal for the CH


3) You needmore than a fewcouples of creatures to produce them at a decent rate, requiring a sort of specilization as a breeder. This is the big one. Breeding creates a subprofession within CH that hardens the multipurpose idea of CH as a whole. If you want to fight using creatures, stick to using your corral space for storing your "cool" and beloved pets while keeping your battle pets in your datapad. If you want to take care of creatures, raise them, and sell them (Creaturesmith, if you will) specialize yourself in breeding. You'll need a decent number of identical creatures to produce a steady stream of babies, you'll need money to get started, and you'll need to keep selling your creatures to pay for the extra maintenance. So, taming still has a niche.
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