Creature Handler Archive

Thread: Fleet Footed does *NOT* work on mounts.

SioBabble
Wed Aug 31, 2005 11:05 am
#14

Joker,


You may not have seen my previous posts on this, but I experimented extensively with both mounted pets and unmounted mount critters.


Mount trained pets will pace you at burst run. Furthermore, unlike those slotful gurrecks, reptilian fliers, peko pekos, and sludge panthers, my savage humbaba and my wasteland cu pa can keep up with me when I'm riding my dewback. Vice vice versa as well, I tried this riding on each mount and the other two could pace.


However, while I was training two dews for their specials, I rode around on my dewback with the unmounted babies trailing behind and they could not maintainthe pace. However, the instant one of them became mount trainable (third XP rollover), I trained it as a mount and, viola, it could maintain pace withe the existing mounted dew if I was not riding on it.


This is why I believe that the saddle itself confers the speed and overwrites whatever AI speed is assigned to the critter which seems to be a generic can't keep up with a toon at burstrun speed. This is all CU imposed behavior; I very much believe that when the CU went live and all our once individual, separately balanced critters were replaced by generic angry bags with different skins the idea of different speeds for different critters got tossed out the window. IMHO, the cats and two limbed avians should be back to their previous speeds WITHOUT a fleetfooted skill, but I am not running the SWG show. If I were, after today's fourth consecutive patch debacle, there would be developers asking people in Austin "do you want fries with that" instead of inflicting their incompetence on paying customers of SWG.


I agree that now it seems that the mount and rider (be the mount a critter or a vehicle) seems to be treated as a single entity named for the toon in charge.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


ioan
Wed Aug 31, 2005 4:17 pm
#15






Seiryuu wrote:
With Fleet-Footed working, and supposedly escorts fixed, has anyone noticed an increase in pet speed in general? Are the felines running a bit faster even without being trained in one of the Fleet-Footed specials? I'm curious if there really was a correlation between all of these.




By "escorts", do you mean riderless pets? Where did you hear that their speeds had been fixed?



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
SioBabble
Wed Aug 31, 2005 4:36 pm
#16

I tested non-fleetfoot trained critters (a giant peko peko and a gurreck) and they are still no faster than a rancor.


So, no, general pet speed has not been fixed. But even though I tested this on the western dune sea on Tatooine, the gurreck seemed to be having pathing issues, very jerky motions. So that may be the problem, as speculated earlier.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Joker9125
Wed Aug 31, 2005 6:35 pm
#17






Luxora wrote:


It's a balancing act of fairness, and most people (including the devs) are apparently missing the point.






I realize the point, but the problem is making it fair for everyone. The real questionis how fast can we make mounts without making players considerthem superior to vehicles? The answer is tricky and pretty subjective and would take some work/feedback/future nerfing to get right. I agree FF needs to work for mounts but how fast is to fast?



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Vertexon
Wed Aug 31, 2005 6:53 pm
#18






Joker9125 wrote:





Luxora wrote:


It's a balancing act of fairness, and most people (including the devs) are apparently missing the point.






I realize the point, but the problem is making it fair for everyone. The real questionis how fast can we make mounts without making players considerthem superior to vehicles? The answer is tricky and pretty subjective and would take some work/feedback/future nerfing to get right. I agree FF needs to work for mounts but how fast is to fast?






I wouldn't worry too much about fast mounts putting Artisans out of business. It's extremely easy to create a vehicle compared to a Fleet Footed CL 2 trained pet. A Creature Handler has to tame the mount, store it in their datapad, and fight with it against enemies until it reaches both the size and ability point levels needed. Then you can't even put it on a vendor... you have to advertise it and trade it in person. That's a lot of investment for one mount.


To say nothing of the fact that mounts STILL slow down in combat, even though mounted combat is disabled. Even at speederbike speeds, a non-CH would have to really, really like the idea of mounts just for the sake of mounts to choose one over a swoop.





-Vertexon.
Joker9125
Wed Aug 31, 2005 7:02 pm
#19







Vertexon wrote:

I wouldn't worry too much about fast mounts putting Artisans out of business. It's extremely easy to create a vehicle compared to a Fleet Footed CL 2 trained pet. A Creature Handler has to tame the mount, store it in their datapad, and fight with it against enemies until it reaches both the size and ability point levels needed. Then you can't even put it on a vendor... you have to advertise it and trade it in person. That's a lot of investment for one mount.


To say nothing of the fact that mounts STILL slow down in combat, even though mounted combat is disabled. Even at speederbike speeds, a non-CH would have to really, really like the idea of mounts just for the sake of mounts to choose one over a swoop.





The argument for it taking more work makes it justified works in theory but not in pratice because we all know that players will go through any expense to gain an edge, you only need goto any busy starport to see 10-20 Jedi running around as proof.


The whole thing with mounts slowing down makes sense though.





http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Vertexon
Wed Aug 31, 2005 7:39 pm
#20






Joker9125 wrote:



The argument for it taking more work makes it justified works in theory but not in pratice because we all know that players will go through any expense to gain an edge, you only need goto any busy starport to see 10-20 Jedi running around as proof.


The whole thing with mounts slowing down makes sense though.






That would be true if mounts gave you an edge over vehicles. But at speederbike speeds (or even swoop speed), they barely break even. In that case, advantage goes to the easiest/cheapest to acquire.




-Vertexon.
Seiryuu
Wed Aug 31, 2005 8:00 pm
#21


By "escorts", do you mean riderless pets? Where did you hear that their speeds had been fixed?

I mean missions like the Phase 3 commander or other escort missions where an NPC follows you. They had been going at a snails pace and are (supposedly) fixed. I was thinking that maybe these were somewhat related and why pets lost speed. It was just a hope most pets would gain a little speed with this fix.



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Hordakka
Wed Aug 31, 2005 8:51 pm
#22

I pulled out my bolotaur last night to see how this FF fix worked. Before the patch I had gave it L2 FF, and before I knew it would do nothing. So I tried to see if it would keep up to a Barq, no, then I mounted it and it didn't seem faster, if anything I don't think the skill is fixed at all, mount or no mount. Plainly said the skill is supposed to make the creatures MOVEMENT SPEED faster. Sure I get the pretty little icon so I would really like to know, does it work or doesn't it. Maybe if I try a slower speeder to see it it can keep up to it. or borrow another bolotaur to do that wp drop test while it followed a speeder. I mean nothing more appealing than to have a bolotaur be as fast or faster than a varactyl.
The scariest thing just occured what happens if it is only for newly trained pets and the pets with ANY nerfed skill already taught needs to be tossed yet again and started over. Kinda hard to do with a bolotaur.



Hordakka Synn
PyscoJuggalo
Wed Aug 31, 2005 9:19 pm
#23






Hordakka wrote:

The scariest thing just occured what happens if it is only for newly trained pets and the pets with ANY nerfed skill already taught needs to be tossed yet again and started over. Kinda hard to do with a bolotaur.





SOE's whole policy on Legacy Items is the reason I have not trained a single pet yet with any Abilities. I will not train until all (OK, Most of) the abilities are fixed.



You may get the shaft with your bolotaur and maybe not, I hope you don't.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Joker9125
Wed Aug 31, 2005 9:39 pm
#24






Vertexon wrote:


That would be true if mounts gave you an edge over vehicles. But at speederbike speeds (or even swoop speed), they barely break even. In that case, advantage goes to the easiest/cheapest to acquire.







Then we agree that mount speed needs to be adjusted but not to the point where they become superior to vehicles.

Message Edited by Joker9125 on 08-31-2005 09:40 PM



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
ioan
Wed Aug 31, 2005 10:54 pm
#25

Hordakka, instead of trying to judge speed by "feeling", try the easy, reliable measurement method presented in the CH FAQ. The link is offered below.




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
Joker9125
Thu Sep 01, 2005 12:47 am
#26

I agree and prehapsI either misread you inital post or didnt explain mine as well as I had hoped. What I'm saying is that the saddle is not preventing FF from working on the creature because from my testing mountedcreatures do in fact move faster with FF than without as long as no one is riding them. Rather it seems to be the way the code treats the mount/player combination that could be the problem.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
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