Creature Handler Archive

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

Seiryuu
Thu Sep 01, 2005 12:56 am
#27

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.



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SioBabble
Thu Sep 01, 2005 12:56 am
#28






Joker9125 wrote:

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.






Ah, I see.


The mounts without a rider still keep up with me on a mount, though, whereas many of my pets formerly able to pace X34s or even swoops can't keep up with me when riding the dew.


If the critters with saddles move faster with FF without a rider, then the burst run speed is their base speed now and they're stuck with it if they have a rider.






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Bendar
Thu Sep 01, 2005 5:14 am
#29






Atlantiss wrote:





Joker9125 wrote:







Atlantiss wrote:
Ok, FF should make mounts faster upto the speed of a stand speederbike not swoop speed, seems fair to me, after all FF is suppose to make pets faster and to me this includes when mounted.




I was thinking more along the lines of the X-34. This makes mounts a viable "backup" in case your speeder gets blown and not simply a replacement for your speeder.

Message Edited by Joker9125 on 08-31-2005 09:33 AM




As most people tend to wizz around on swoops anyway, i don't feel that a mount running around at speed comparable to that of a speederbike, in this game system anyway, would be a bad thing. I think it'd be great. So how about this then:

FF1 - a noticeable, if marginal speed increase, not upto vehicle speed.
FF2 - Increases close to X34 speed,
FF3 - Goes beyong X34 speed, close to that of a Speederbike.




Why not faster? Remember the varactyl Obi-Wan rode in ROTS? I'd say fleetfooted 3...



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ioan
Thu Sep 01, 2005 8:18 am
#30

Hordakka, I've been reluctant to obtain a bolotaur because I would never want to get rid of it, and thus would lose another datapad space. However, perhaps I should just bite the bullet and take one for the team.


I would be glad to include your results, if you send the raw data (the waypoints) to me. The data consists of fours waypoints each for the walking, running and galloping tests. Because of how the data is taken, I can get an idea of whether, or not, there might have been a problem with the test. Perhaps a PM would be a good way to send it.




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
ObsidianCrow
Thu Sep 01, 2005 8:52 am
#31


I don't see where everyone is comming up with FF not working. I have been training mounts with FF2 and have noticed a remarkable differance in mounted speed. NOW i must admit that I level the creatures up first so they have 4 ability points and at least 64 training points at which point I train them as mounts. THEN I store them and recall and train in the FF2. Perhaps like others have proposed that the saddle overwrites creature speed in which case I think I might have stummbled upon how to get the most speed outa your pet. I tested a dewback mount with FF2 versus an AB-1. I wasn't as fast but was pretty dang close. Personally when I grind I don't pull out a bike anymore. My dewback does great. Hope someone can verify my findings. Oh and level your non-CH mounts is very fasts. I usually get a group of three go out to level 10 areas and destroy lairs. Your pet get 1k or more per lair they kill as opposed to 100 to 200 per creature. Help em out and make sure they are not grouped with you. takes no time at all.


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Joker9125
Thu Sep 01, 2005 10:01 am
#32






ObsidianCrow wrote:

I don't see where everyone is comming up with FF not working. I have been training mounts with FF2 and have noticed a remarkable differance in mounted speed. NOW i must admit that I level the creatures up first so they have 4 ability points and at least 64 training points at which point I train them as mounts. THEN I store them and recall and train in the FF2. Perhaps like others have proposed that the saddle overwrites creature speed in which case I think I might have stummbled upon how to get the most speed outa your pet. I tested a dewback mount with FF2 versus an AB-1. I wasn't as fast but was pretty dang close. Personally when I grind I don't pull out a bike anymore. My dewback does great. Hope someone can verify my findings. Oh and level your non-CH mounts is very fasts. I usually get a group of three go out to level 10 areas and destroy lairs. Your pet get 1k or more per lair they kill as opposed to 100 to 200 per creature. Help em out and make sure they are not grouped with you. takes no time at all.


Na'Rev medic/Doc/CH


mastered: medic, brawler, scout, CM/Doc/Pike/TK/S/F/R/Pistoleer/C/Smuggler/Commando/SL/CH





try the WP method in the stickys and to verify your results.



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ioan
Thu Sep 01, 2005 11:03 am
#33

Yep. Hard data, and peer review,is better than subjective comparisons. If you publish your raw data, I'll be glad to add it to the data set.



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
Hordakka
Thu Sep 01, 2005 12:44 pm
#34

Ok I will try and generate figures for the mount I have but I still need an untouched bolotaur on shadowfire to do the comparison properly. Unless in all your testing and the last month managed to get a bolotaur of your own and run the test to generate some of the missing data on your post?



Hordakka Synn
Skrim
Thu Sep 01, 2005 2:26 pm
#35



IMO Fleet Footed mounts wouldn’t hurt the artisans at all. A speeder can be crafted in under 2 min for pretty cheap cost. Mounts take us lots of time to train up to hold a saddle and I’ve sold a few for 200k and up. Fleet Footed mounts and speeders would have two different customer bases, not to mention the whole “Supply & Demand” law keeping mounts from replacing speeders.

I vote Let FF Mounts go Fast.




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Sneev
Thu Sep 01, 2005 5:01 pm
#36

The game has to balance believability and practicality with good gameplay and design.

Currently a vehicle is superior to a mount because it can be summoned without delay, it doesn't slow down when you are attacked, and it can be cheaply purchased from a vendor at your convenience, and by the crate if you go through a lot of them. It can be easily repaired at a Garage.

A pet on the other hand, is slower than the slowest vehicle, requires extensive training, cannot be sold from a vendor (with the exception of BE pets which still need to be made into mounts by a CH), cannot be summoned immediately (unless you put up a camp), and cannot be put away without a varying length delay. In return the pet can be used for damage but if you are not a CH, then that damage will be at best minimal. As well pets have significant problems with following and as a result you must summon them and put them away between missions to move from one completed mission to the next one - usually resulting in missing the start of the mission as your combined wait of up to a minute makes you late.

Mounts are essentially worse across the board, and there is no situation - barring some areas of Kashyyyk where you can't use a vehicle - that a mount is superior. Unless the devs make changes to make vehicles good in some circumstances and mounts better in others, this will not change.

I had hoped the various levels of FF would bring a trained mount up to speeds comparable to a vehicle so that they were more commonly used. This would be good game design, even if somewhat unbelievable otherwise.

Personally I wuld like to see the cost of a vehicle rise considerably to bring it more in line with the rest of the economy, and for SOE to add a Vehicle Mechanic profession that allowed that profession the ability to build, maintain, and effectively slice vehicles to perform in various ways. I would like to see a mount be a viable alternative to a vehicle if you are traveling cross country, where a vehicle would be a better choice for flat terrain. So your group speeds quickly to a location, then switches to mounts to navigate the rough terrain. The only viable way to do this would probably be to increase vehicle damage when crossing rough terrain, although some vehicles could be sliced to sacrifice speed for durability and not have that problem etc.



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Hordakka
Thu Sep 01, 2005 6:29 pm
#37

Ioan I bit the hard bullet and bought an untouched bolotaur so I will test it against the FF2 bolotaur pre FF fix and send you the data you will be getting 6 pms from me each titled accordingly. This may happen now or it may have to wait till tommorrow, as I am a bit tired.



Hordakka Synn
FlashDog
Thu Sep 01, 2005 7:40 pm
#38






Hordakka wrote:
Ioan I bit the hard bullet and bought an untouched bolotaur so I will test it against the FF2 bolotaur pre FF fix and send you the data you will be getting 6 pms from me each titled accordingly. This may happen now or it may have to wait till tommorrow, as I am a bit tired.






but bolotaurs are created with a saddle as soon as they are deeded



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ioan
Thu Sep 01, 2005 9:51 pm
#39



Here are the results from Hordakka's tests.


The results are presented in the format of (trial 1, trial 2, trial 3) and are expressed in meters/minute. I've rounded to the nearest whole number. The test method was as described in the CH FAQ.


Bolotaur
Gallop (659, 663, 658)
Run (492, 490, 485)
Walk (311, 313, 311)


Bolotaur (FF2)
Gallop (660, 654, 658)
Run (490, 490, 496)
Walk (312, 312, 310)


The three trials are very close, implying that Hordakka's technique was sound. Averaging the three trials gives the following results.


Bolotaur
Gallop 660 (varactyl, spat, kaadu = 679)
Run 489 (varactyl = 501)
Walk 312 (varactyl = 317)


Bolotaur (FF2)
Gallop 658
Run 492
Walk 311


The differences between the Bolotaur and the Bolotaur (FF2) cases are all smaller than 1%. That's within the bounds of measurement errors that I've experienced. So, in this case, FF2 made no difference, at all.


Now, all of these speeds fall neatly below the speediest animals', galloping, running and walking, by between 2% and 3%. That difference is too large to automatically place them in the same category as Varactyls, Spats and Kaadus. However, I've heard anecdotal evidence that people feel like they've slowed down since Publish 23. I will perform the test on myself, and a few of my mounts, to see what has changed since the previous tests. That will help to calibrate the results from Hordakka's experiment.


So, in summary, FF2 made no difference in this case. And, bolotaurs might be just as fast as are the Varactyls, Spats and Kaadus.




Message Edited by ioan on 09-01-2005 09:53 PM

Message Edited by ioan on 09-01-2005 09:55 PM



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
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