Creature Handler Archive

Thread: Inspiring theCreature Handlers

spreadsheet
Thu Jul 07, 2005 3:38 pm
#27

I like the "lure" buff idea. What if it worked for all non-aggro creatures? This would allow us a chance of not only luring babies but of also pulling a non aggro adult away from the lair to attack solo. I also like the idea of some kind of defense enhancement. I also think it would be cool if the pet could actually watch or listen to the entertainer too. Gaining a speed or exp enhancement, or maybe a defensive enhancement too. Hopefully, they could make these inspirations be on a timer as well so they would not be lost upon storing. I agree we have a ton of other things that need to be fixed but this is to help fix another borked proffesion. If we want something from this, we better speak up now. Otherwise, I see these "new inspirations" having nothing that would help us CH at all.



PS: I also think it was stupid to remove BF. I think it should remain at a lesser degree. However, it would greatly effect combat at the high end.





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Spazzers
Thu Jul 07, 2005 3:58 pm
#28

It would appear, from the latest patch notes, the developers do not want players to pull animals without a high risk of danger to the player and or the pet.I can see a developer saying "Ack, they are going to use this lure thing to pull singles. We can't have that!"


If that is the case the lure would never pass muster. This is why I recommendthe lure have a parameter sort of like our taming skill has. It would only apply to babies. If you tried to lure an adult you would get a message saying "you can't lure that."


To make it fun and frustrating, if the lure fails the baby and the adults aggro just like a failed tame. It doesn't seem like the coding for this sort of dynamic would be much different than the taming skill either.


I originally envisioned a lure that could be used by everyone and would give entertainers something to offer everyone. Luring wild animals of all types and even NPC's could be something very useful. Unfortunately, I can also envision someone finding a way to screw it up for all of us, such as luring a high level animal or NPC on some unsuspecting player that is fishing or gathering resources. This is why I scaled back my idea to apply to babies only.




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Traie
Thu Jul 07, 2005 7:29 pm
#29






Spazzers wrote:

It would appear, from the latest patch notes, the developers do not want players to pull animals without a high risk of danger to the player and or the pet.I can see a developer saying "Ack, they are going to use this lure thing to pull singles. We can't have that!"






Of course, we could possibly start solo'ing missions and we know SOW doesn't want us solo'ing that much.

And yes, I agree with the idea that if we get any kind of inspiration, it must last a few hours. I too have spent damn near whole days hunting babies.



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Dodece
Thu Jul 07, 2005 7:31 pm
#30

Tral I so seriously feal for you in my mind there is just no doubt about it the entertainers get hosed and continue to get hosed. Removeing BF kind of blows. I fealt the same way when they totally nerfed my medic with the CURB no means to self heal, and they totally destroyed my wound packs you know out of fun.


In response to your question there is really nothing you can actually do for CH that would be of any use. Our skills lie in our pets and not in the avatar. Simply put no increased mind or action or health will be of any great help. No increased skill will be of much help either. Simply because CH has no skill to speak of.


Here are some simple ideas though.


Terrain negotiation 2x multiplier this could be useful to Creature handlers seeing as we need to run away alot more now.


Maskscent 5x so we can evade these mobs that snap on us instantly.


Thats the best I can come up with anything else would be very much required or is easily done by food or drink or spice.


My advice is and this is not meant as a criticism. Ask for a skillpoint reduction to entertainer to 1 point. Right now the profession just aint worth squat. Seriously I see no reason why they did this to you. You guys did nothing to deserve this and I cannot see anyone too lazy to go to the cnet cantina. The dev trend for minimization continues. How long till everyone can harvest meat or till everyone can set up a camp or till everyone can use commando weapons.


Epsilon125
Thu Jul 07, 2005 8:04 pm
#31

How about a type of inspiration that helps MCH's calm creatures to either soothe or prevent agro attacks? I think this would mesh well and be consistent with abilities to tame wild and aggressive creatures. We are Creature Handlers after all.


I also like and wish to 2nd the idea of being able to mate creatures to get desired characteristics.


As usual in these forums, someone asks for some positive input and we wind up with a large number of childish I'm-going-to-hold-my-breath-until-my-brain-explodes-unless-you-satisify-my-personal-peeve-RIGHT-NOW types of posts. And of course, most of them have exactly ZERO real input.


Morons.



Tralmek
Thu Jul 07, 2005 9:13 pm
#32



Laaba wrote:

IF you can fix anything PLZ make sure we get 3 to 5 hour inspirations. I know this sounds like a long time but fact is often if I am baby hunting I exceed these times.


Current inspirations last for 3 hours and they endure even when you're offline, so you have the remainder of the enhancement's time when you log back in the next time. I *expect* any new inspirations added will work in similar ways.




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nilknoc60073
Thu Jul 07, 2005 10:23 pm
#33


i think taming bonuses would be nice.


also bonuses to mask scent.


how about buff that inspires the pet icon in the group bar to twirl or sparkle.

Message Edited by nilknoc60073 on 07-07-2005 10:27 PM



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