Creature Handler Archive

Thread: CH and BE pets. Should they last forever?

Dapper_Dan
Wed Feb 11, 2004 9:02 am
#27

What you clearly fail to understand is, many people develope bonds with their pets. We go through many steps to name, then train the pet, they become more our friends and companions than just tools to be used. Those that do not know the bond between pet and master truly never appreciate the creature handler profession and should become tkm/doctors immediately.



Signature Here:
Cramar
Wed Feb 11, 2004 9:04 am
#28

MrHawat wrote:






I have replaced all of the above many many times. I would agree with this if all the crafting profession's resources just went poof one day. The pistol you bought that does 300 damage now only does 3 and hardly ever works. It also falls from your inventory when you travel and poofs when you need it. That harvester you placed just wandered off and now you can't find it or place another. Those stims you bought no longer work and in the middle of a nasty fight you armor poofs leaving you standing there in you underwear. Then you can have my beloved pets perma die






Im sorry im not sure i see your point?


Maybe its the fact that i havent played SWG for 4 hours cuz the servers been down


Are u hinting that creatures are not easily replaceable? if so this is not nescessarily true , they are a renewed resource and can therefore be replaced if nesc.


But then again i am prolly missing your point, and if so i apologise


Cramar



Cramar
New Koba
Farstar
Cramar
Wed Feb 11, 2004 9:12 am
#29

Dapper_Dan wrote:






What you clearly fail to understand is, many people develope bonds with their pets. We go through many steps to name, then train the pet, they become more our friends and companions than just tools to be used. Those that do not know the bond between pet and master truly never appreciate the creature handler profession and should become tkm/doctors immediately.






I have to agree with u there , i stil have my first ever kaadu and rock beetle taking up valuable space in my data pad cuz i cant bear to part with them, i also have stopped naming pets cuz i build a bond with them more easily when i do.


Perhaps my frustration is not so much that pets dont decay, i really wouldn't want to see any of my pets 'wither away' but i wish there was some way i could tame more pets without having to get rid of the ones i already have! For me CH is the thrill of the hunt , finding that elusive baby and taming it, then watching it grow and parading around the starport with it at your side. I am currently keeping a lowly level 22 giant veemok in my datapad just cuz i wanna see how big it gets when its fully grown, so please understand i am not uncaring towards my pets and im not in it for the money (ha! i wish!) but i just saw pet decay as one way of FORCING me to tame and train new pets - as a way of being able to go out and get different, new and more interesting finds. As it is i cant bear to get rid of any pets by choice!


Oh and i only ever carry 21 pets! i always keep one slot open to help out anyone that needs a pet mount trained, or wants that little pet of extra training on their new pet to help em out.


See, i am human after all! (oops - not a good game to use that comparison really!)


Cramar



Cramar
New Koba
Farstar
CavemanGamer
Wed Feb 11, 2004 9:13 am
#30

yeah but people with weapons and armor dont have to worry about those items disappearing in the middle ofa fight


they don't have to worry about all of the crazy, out-of-control situations that can happen when your "weapon" decided to run away (right into the middle of a bunch of nearby aggros) instead of doing what you expect them too.



Does vitality work the way it's supposed to? YES.


It's been fixed 3 times already and the current system protects us from unnecessary "grief" of needless loss.



Clearly, you guys don't remember getting your pet's vitalitydroppedfrom100 to 78 in a single fight (before the fixed it)


Of course you don't - or you wouldn't be here suggesting another nerf to CH's.


(perhaps your registration date and low post count is indicative that you are new to this?)



It's clear that your motive, as a BE, is to ensurerepeat customersfor your products - but the result of going back to the way things were before is the equivalent of "greifing" - the devs agreed and changed it.



It would be different if you were suggesting something new... But what you're saying is way it "used to be" and we've come out of that way of thinking for very good reasons.


Dapper_Dan
Wed Feb 11, 2004 9:18 am
#31






Cramar wrote:


MrHawat wrote:





Just what this profession needs another FREAKING nerf. This one asked for by the profession itself. I can not believe you guys. Sometimes I wonder why Ibother staying with this profession.






I sorry my friend - i think you misunderstand the comment/question. If this 'nerf' as you call it were to go ahead it would actually be beneficial for CH.


Eventually less and less new people will be joining SWG, and since a pet effectively never 'wears out' , in the end people wont need new pets , since everyone has already got one and its not wearing out any time soon.


If this were the case , who would we be training critters for? The market would disappear , making us even more 'useless'.


If however pets wore out and need replacing - like armour , and weapons (which i have to admit i have had to change several times due to them wearing out) then we will always be in a job and will always have demand for our pets.


Maybe the vitality pack should work like the armour/weapons fix -ie with a chance of complete failure, eg the pet is rendereded useless or dead?


Cramar







This really does not help the CH, as training is not really that important. People who want creatures trained to ride will probably never use cl 10 creatures for tanks now that players can tank sometimes way better than creatures can, especially since creatures are so dang erratic in their behaviors. This really would only help the BE with yet another money maker, as BE pets are now way better than most of the pets in the wild. Also see my post about bonding.



Signature Here:
Cramar
Wed Feb 11, 2004 9:26 am
#32

CavemanGamer - mate - im not a BE and i have no intentions of being one my friend


I am new to CH, but not new to the game (although i do not have anywhere near your experience), i only recently registered on the forums when i decided i had an opinion to put across.


I understand your frustration at this so called 'nerf' we have been discussing, but how would u expect me to be aware of any previous changes to the vitality system? i can only comment on the way it is now , and i accept your point that its been tried and it didnt work.


So wot are your suggestions to a frustrated CH, who does not want to get rid of his pets by choice, but would also like to go out and look for new things to tame and train? I intend to stick with this profession, and my signature is already out of date as i am giving up scout skill points to better myself on the pistoleer tree rather than loose my Master CH.


I welcome your comments, but please dont expect me to have the knowledge you have when it comes to CH history. But surely lack of experience should not preclude me from commenting on these forums?


Cramar






Cramar
New Koba
Farstar
StarBase
Wed Feb 11, 2004 9:29 am
#33

I asked the developers a while back 'What's the point of the game once you have mastered the profession you want to be forever" There answer was 1 - Participate in the Ecomony, 2 - PvP / GCW,3 -Get Jedi.


While the answer of participating in the Economy is a lame answer, it is the backbone of this game.


I don't think replacing a pet as often as we currently replace our main weapon would cripple us.


Freth
Wed Feb 11, 2004 9:37 am
#34

Making pets die after so long or after so many incaps will not help the market any. I DO NOT want my pets to die before I want to let them go. Every CH has their favorite pets that they would never get rid of. Imposing this kind of nerf on CH would just be lunacy.


As for selling pets for a living... I do make my living selling pets and no I'm not poor. I make decent credits at it. I also sell BE pets I buy off of vendors I regularly visit. At last count I was over 1 million credits in my pocket... now tell me the CH pet selling business is dead. It's definitely slow, but not dead.


If you are bored with CH then move on to something else. I still tame/train pets quite frequently in the wild. I still find it enjoyable. This is what CH is all about, enjoying the profession. I highly doubt the devs are going to change the pet lifespan just to suit your CH or BE selling needs. I sell pets regularly, so I know demand is still there. The only reason it's not nearly as strong is because of the rebalance keeping powerful pets out of the wrong hands; the powermongers no longer flock to CH because they can't be uber anymore.


Freth (Wookiee / Intrepid) | Master Creature Handler | Master Scout | Pistoleer | Medic



Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


paddy31
Wed Feb 11, 2004 9:38 am
#35

Well as a new CH myself and been new to the game ,i would not like to see the pet i have grown attached to and spent many happy days wondering with die.But that said i can see that thr is some sense in them not living for ever,mybe the best way is that they dont die in battle but do die of old age after a GOOD amount of time.I would also like to see pets grow slower start as a baby then gradually growing to adult,like a real pet i see pets as a CH myself as my pets aswell as just for making money ,i would like to see more work done on them as PETS more commands like liedown ,sit,etc and if in say 6mnths of real time he grows old and dies an option to bury him/her even.But dieing in battle would become silly as you would have a new pet everyday and would have no attment to them.I would allso like to see non CH people be able to have pets of a higher lvl to help them to combat everyone having high lvl pets there could be a total lvl rule for groups with pets ,it would help solo players alot.
Freth
Wed Feb 11, 2004 9:46 am
#36

Here's how to fix your space problem: destroy pet


How hard can it be? We've already requested a kennel of sorts for our pets and that's being considered as you read this. I struggle with space issues myself, but I make due because I have to make the tough decision that some pets need to go to make room for others. There is an unlimited supply of creatures out there, so getting new ones isn't a problem. All CH's have datapad space issues, but killing pets off is not the answer. Giving us more space may be the answer, but even with more space we will always want more space. So, you must learn to live within the restrictions of the profession. As was stated vitality has already been changed 3 times and CH's are now happy with it. I do not want any further changes to the life of my pet or the vitality. Your tool is at your disposal. If you want your pet to wear out then do it manually by destroying your pet.


Freth (Wookiee / Intrepid) | Master Creature Handler | Master Scout | Pistoleer | Medic



Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


MrHawat
Wed Feb 11, 2004 9:52 am
#37


Back when I was a Master Weaponsmith/MCH I could walk around with a crate of 25 FWG's in my inventory. Was that a "Balance" issue? I could fill my inventory with flamethrowers and a BE can fill his with deeds. Could I use 25FWG's at the same time? No, could I rotate between 50 different weapons if I wanted to? Yes. Did I have to wait 60 seconds before switching weapons? No.


Here is a novel thought. Insteading asking for another nerf, ask to be able to have as many pets in your datapad as you have room for. Alot of combat professions carry quite a number of different weapons in their inventory with no restrictions. They can not use them all at the same time but they can switch between them. Even in combat. What a novel thought.

Kharrissa
Wed Feb 11, 2004 10:10 am
#38

The game needs permadeath for ALL pets.


If you have a favorite pet that you do not want to die, then you better be careful with it.


The way it is now, you can throw your favorite pet into any situation you want, and so what? There are no meaningful consequences.
CavemanGamer
Wed Feb 11, 2004 10:19 am
#39

I still have the first high-level pet that I ever tamed - 8 MONTHS AGO!


I still remember the circumstances like it was yesterday...



My story:


I was just running along towards a waypoint whensudeenly these red dots appeared on the radar near me. When I went to investigate, I got aggro'd by a whole pack of bark mites. I burst-run and got the heck out of there... But when I got to the river, I realized I was screwed because the mites were still coming and if I went for a swim, it would slow me down. So I ran along the river side, dodging trees, until the mites gave up persuit. When the chaos was over I remember'd seeing a (baby). Since I just got Taming 4, I interesting in taming it, or at least seeing what it was.


Oh crap. I didn't exactly make a waypoint when I started running... how am i going to find that baby again?I ran back along the river until sawa familiar hill. I ventured away from the river and looked down a very steep hill where the bark mites were. I had found them, but what about that (baby). I saw it; it was called a "bark mite burrower queen (baby)" - back then it was a level 39 pet.


Terrified of getting aggro again, I went prone, maskscent, and waited for what seemed like forever for the baby to wander away from the rest of the pack. Staying prone, I crawled forever to a good spot and waited for the baby to come to me. I lay there on one side of the hill just out of line-of-sight of all the other creatures. The baby came to me eventually, but she wasn't fully convienced to go with me right away. After several attempts, she became mine.


The most fun I ever had.



And I've been VERY careful to keepher healthy to this day...


...and I would be extremely upset to lose that pet.



You guys are acting like getting a new pet is just a matter of credits, like some new armor.


Pet lovers have a far different perspective:



What I have "invested" in my pets is not just credits;I have invested a whole set of shared experiences that started the day I tamed it.


To lose my pet would be like throwing away all those experiences. -That would be emotionally hard to accept.


I really wish that other people, who treat pets with recklessly as "tools" and not "companions" would stop trying to dictate how I play.





This brings me to the main point that I wanted to make:


Changing the vitality system (again) to make pets die faster would fundamentally change the way we "use" pets and treat them.


If someone is forced to cycle pet likes we change clothes, then that person is more likely to treat the pets like "fodder".


The devs have made it clear that they will respect the playstyle of those who treat pets like companions.




Page 3 of 9