Creature Handler Archive

Thread: Pet perma Death

VemaGara
Tue Apr 20, 2004 10:28 am
#14

In general, I see perma-death as a difficult problem. The pros and cons for each side are well justified and well thought out.

I do see perma-death being very viable for rare or powerful creatures. Right now, most of the most powerful weapons are limited by two things: rarity and decay. I see the same limits as viable for the creature handler profession. In this case, powerful creatures could become available, but their balancing factor would be perma-death.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
SioBabble
Tue Apr 20, 2004 10:46 am
#15






VemaGara wrote:
In general, I see perma-death as a difficult problem. The pros and cons for each side are well justified and well thought out.

I do see perma-death being very viable for rare or powerful creatures. Right now, most of the most powerful weapons are limited by two things: rarity and decay. I see the same limits as viable for the creature handler profession. In this case, powerful creatures could become available, but their balancing factor would be perma-death.





I suggest that anyone who suggests perma death for creatures practice what they preach, and reroll their character the next time a bug in the game results in a death.




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


Templar1865
Tue Apr 20, 2004 10:57 am
#16

Well, this is really about making all things equal, isn't it? I marginally belong to the camp that is for accelerated pet decay (not permadeath, but a faster rate of vitality loss than is currently available). However, this profession doesn't need another nerf until pets are brought in line with other "weapons."


So, to make things more equitable, here's what needs to happen:


  • Increase the damage output of creatures as CH level increases (my damage output in pistoleer has gone up as I've gotten better at it, with AOE attacks, etc., all using the same base weapon) In a CH sense, this could be reflected in a Creature Attack Bonus as well as new trainable combat commands.

  • Be able to switch creatures in the middle of a fight in the same manner a rifleman can switch rifles


If those two things would happen, most of the other problems would be reduced or eliminated, allowing for faster decay with pets. CHs would use/buy fewer stims because if the creature got into trouble, they could zap it back into the datapad and call out pet number two to continue the fight. Thus, to keep the enconomy stable, increasing overall decay for those (under this model, very very rare) times that a CH keeps a pet out long enough for it to be 'capped would compensate for the reduction in stim use.


Almost to MCH....

Rurry
Tue Apr 20, 2004 1:47 pm
#17

/Wonders if poster is a BE?



Terrible idea for the reasons above, and the rarity of some of the babies.






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MuOne
Tue Apr 20, 2004 8:55 pm
#18

Inline with AS/ST (or whatever it is) how about Medium Armour same hams and 80-100% resists with a couple of token vulnerbilites, and lets not forget its firepower - very nice, now your talking it wouldnt need to worry about permadeath cos you could;


A see it die - drat (not much could kill it anyway) but get another anytime from a BE or faction missions.


B any rebel with enough faction could have one - so nothing to do with CH's then.


A pet build like a AT/ST with similar stats - or better - because anyone can get a faction pet - therefore a dedicated class would warrant a much better one. A Rancor with Medium armour 80% resists across the board, force powers and a rocket launcher on its back and a lightsaber in each hand. Nice.


Vertexon
Tue Apr 20, 2004 9:10 pm
#19

Personally I hate the idea of throwaway pets... like some sort of consummable item. I'm a strong believer in the "pets as long term companions" philosophy, and as such am not at all a fan of perma death or increased vitality consumption. I try not to sound too inflammatory, but from my own point of view that would be the single worst thing that could possibly happen to the profession (aside from abolishing it completely).



-Vertexon.
taloncard
Tue Apr 20, 2004 9:24 pm
#20

/amen vert.




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...


Harric
Wed Apr 21, 2004 1:56 am
#21

imo some people are just masochists to call for another nerf :/



silly world






Harric Holyblade -
(SWG Beta Tester)
(JTL Beta Tester)

Master Creature Handler (Retired cause of to many nerfs) -
Master Rifleman
Master Combat Medic
marxo777
Wed Apr 21, 2004 2:52 am
#22






Vertexon wrote:
Personally I hate the idea of throwaway pets... like some sort of consummable item. I'm a strong believer in the "pets as long term companions" philosophy, and as such am not at all a fan of perma death or increased vitality consumption. I try not to sound too inflammatory, but from my own point of view that would be the single worst thing that could possibly happen to the profession (aside from abolishing it completely).






All hail the Silver Tongued Vertexon!!! Perma-death onpets has to be the worst idea since the Droid Invasion.










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====mars====
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OldPainless
Wed Apr 21, 2004 5:34 am
#23

How about permadeath for declared imps?
fantoq
Wed Apr 21, 2004 6:00 am
#24






OldPainless wrote:

How about permadeath for declared imps?







LOL


Pet perma death is a silly idea, since it wouldn't add anything to the game. It might increase BE sales some, but all we'll do is have a supply of 'expendable' pets we use when there is a decent chance of dying. I have a couple now - I have no real attachment to them just use them for high risk tanks.


It ain't rocket science to figure your odds of getting your pet killed. The flip side is that it becomes another rinse and repeat scenario. Your pet dies, now you're going to replace it with either BE or wild. But with the lack of variety, you'll probably end up with the same things all over again anyway.




fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
Tycalibur
Wed Apr 21, 2004 7:41 am
#25

I would only accept permadeath if the MCHs were given creatures as hard hitting as AT-STs, and permadeath ONLY for the creatures as powerful as AT-STs. Juvenile Krayts would be a good start. *sarcastic laugh*


Most of us who are campaining tirelessly (and as maturely as possible) to get pet vitality eliminated in PvP find this idea completely unacceptable. There is a reason why the AT-ST has a permanent DB if its health pool is emptied.


Pit a rancor (typically the easiest obtained level 50 creature we can control) against an AT-ST, no additional firepower. The Rancor goes down in about 30 seconds, tops, less if the AT-ST is not distracted. And you want to add permadeath to that Rancor??? Even a CL65 bull rancor could NOT take on an AT-ST on its own. NO tamable or BE pet can.


Unacceptable. Bottom line. I can't believe the idea has even been propounded.





Tycalibur Bakado -- Master Rifleman/Master Creature Handler
Student of the Force - RotJ
Naritus Server
Tycalibur Haruhara -- MCH/MBH
High Council Member, Galactic CH Guild
Radiant Server
Yvile
Wed Apr 21, 2004 8:15 am
#26

I can see the argument for speeding up vitality loss for pet incap. Vitality packs would suddenly be used again and their chance of success could be improved with minimal overall pet condition. Eventually the pet would "wear out" this way but you wouldn't have to worry about your pet permanently dying during comabt. [besides, with pets still disappearing without any warning we already have that feature] Pets are immesurably harder to obtain than buying a weapon. If you don't believe it, compare the number of people selling weapons with attack speed less than 2.0 to the number of tanking pets you see on a typical trip. But (as calling it "pet condition" implies) this would mean pets are throw-away resources, not long term companions. While I could support the argument to make this sort of change, I'm
still against permadeath for pets, and I couldn't back the issue until pet damage and armor is brought more into line with other combat support professionals.


On a side note, bringing tameable pet damage and armor back to more acceptable levels would naturally increase those levels on wild animals. This would mean TKAs might have to occasionally run away from a pack of animals *wink, wink*


Secoondly, I'm fully behind BE being able to make strong pets than what is available in the wild. The crafting philosophy for SWG is all about player-made items being better. But I think perhaps BE pet levels need to be ratcheted up a bit for models with special attacks or high HAM values. CH are the market for the decent level pets, but there's a running argument about how we're supposed to make any money to buy these things from them.


Oh and as far as rare spawns. I say keep them rare. These days if you see someone with a Bull Rancor or a Great Plains Stalker, whether they use them in a fight or not, you're actually impressed and jealous. That sure beats the day when you couldn't see any terminals in town because everyone had two grauls loitering outside the starport. Heck, I still have a giant peko peko. The stats on it aren't really any good for combat, but it's unique and it's mine. I said long ago they needed to make more "status" pets that were rare. The current spawn mechanic does that.
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