Creature Handler Archive

Thread: Time for a new Top 5 list... need input!

TuskenJedi
Tue Aug 16, 2005 2:07 pm
#27

1. Pet speeds, pathing, following or whatever is holding them back

2. Unworking special abilities, or higher level abilities that have no discernable difference from the lower levels.

3. Call timers. Why?

4. Something to make serving customers easier: a corral, non-CH xp gain for pets, /train someone else's pet with /consent

5. The "You Can't Tame That" bug
Hardley
Tue Aug 16, 2005 2:27 pm
#28

This is a fix list ... fix the bugs BEFORE adding any new content, features, etc. ... don't change anything unless it's a bug ... JUST FIX THE BUGS! If it's a bug, put it on the list. Prioritize the list and let us see the list. Then tell us which bugs you are going to fix in the next publish ... and then FIX THOSE BUGS.

Message Edited by Hardley on 08-16-2005 02:31 PM



The execution date is set ... the tortured screams of tens of thousands of beloved pets and their masters will resonate throughout the galaxies ... cover your ears and cry!

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hi_i_am_new_here
Tue Aug 16, 2005 2:34 pm
#29

In order of importance, 1-5.




1.) I would like to see the penalty timers go. Now that there is no call timers on vehicles, I would like to be able to call my pets wherever possible without penalty timers.

2.) I would like to see a better variety of mounts in the game, some pets that are not mounts would look excellent in one.

3.) Fix BE Pets so that they can be mounted for non-CHs.

4.) Ease up on the Training XP just a smidget.

5.) Give the max lvl a master can call to lvl 80, so we stand a chance in PVP and against harder NPCs in PVE.



_________________________________________________________
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Barafu
Tue Aug 16, 2005 3:30 pm
#30

1. Default move speed needs to be able to keep up with a running player. Don't make us take fleet footed just to have our pets not cripple our mobility.

2. Fix the new specials which are broken

3. Fix pet food

4. Remove the waiting timers to call pets. Keep the timers after combat to prevent cycling pets.

5. Fix the AI pathing inside buildings. 1 or 2 pets out of my usual 3 pets always gets lost when I try to go into a dungeon or structure. Not good.



Barafu Firling: Galactic Traveler
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Atlantiss
Tue Aug 16, 2005 3:46 pm
#31

Okies here's my top 5:

1) Pet Leveling - I can accept that it takes time to level up your pet and the new system is great except that the xp needed for a pet to gain a maturity level is far to high. It's highly unreasonsble for the devs to expect us to amass millions upon millions of creature xp just so that we can level our high CL pets enough for them to gain an ability slot and for us to learn any ability that they might have. Perhaps they should consider reducing the xp needed by upto 50% or just increase the amount of xp gained.

2) Pet Abilities - As said its really hard for us to learn the L2-L3 abilities as it takes so long to level the pets up, but thats not my second issue... some of the abilities don't appear to work and there doesn't appear any majot advantages to having a L2 or L3 ability over the L1 ability. Also if i remember correctly, weren't our pets abilities suppose to get better over time? Is it possable for our pets to automatically gain the L2 or L3 version of an ability with use over time and then for us to learn that L2 or L3 ability from our pets?

3) Grouping - All pets (inc droids) need a way to be grouped in an eight person squad. They should be able to be sub-grouped under their master. Eight person squads are fine until your add pets into the mix and then it becomes an issue when other players want to join the group as your asked to ungroup your pet - and i hate that.

4) Lairs - Why do I have spam the "follow me" command several times before my pet stops attacking a lair? The pet even goes back to attacking the lair after its killed something else - some screwy pet combat queue AI going on there.

5) Taming - Appears to have gotten harder after the CU and Pub21. Tame failures appear to occur more often than they did previously.



ATLANTISS
ElderCreatureHandler
PsychopathicCommando

SnailNZ
Tue Aug 16, 2005 4:20 pm
#32


1. Pet movement speed they just cant keep up and mounts are now defunked...


2. Learning and Training XP Idea: Why not have it so that as a CH gains boxes the xp need for their pets decreases... More insentive to be a MCH. It makes sense the MCH has been training longer so know their pets and creatures better?


3. Missing specials and L3 specials are also a concern why code something we cant use?


4. Fleet footed special... Why doesnt it make mounts faster? The one specialI thought was going to save mounts... doesnt do what it is supposed to!!!




Trakkyr (Naritus)
Templars of Lok
(former) Master Creature Handler, Master Rifleman and Master Scout
May your fur grow long and strong!
greywheel
Tue Aug 16, 2005 5:05 pm
#33






Ko-aIri wrote:

Please list any major issues/problems/bugs that you are experiencing and I'll put a new list together over the next week.









Hardley wrote:

This is a fix list ... fix the bugs BEFORE adding any new content, features, etc. ... don't change anything unless it's a bug ... JUST FIX THE BUGS! If it's a bug, put it on the list. Prioritize the list and let us see the list. Then tell us which bugs you are going to fix in the next publish ... and then FIX THOSE BUGS.

Message Edited by Hardley on 08-16-200502:31 PM






Hardley, I am guessing you are talking to the devs, because that is not the purpose of this thread if I am understanding Ko-a correctly. The next couple of publishes are supposed to be bug fixes anyways. But looking at Pub 22, (new) content will be added if it is an easy code fix.



  1. Pet speed. Mounts are not worth anything except on Kashyyk, because they are too slow. Other pets cannot keep up with me at a walking pace.

  2. Pet experience. Amount of experience required for learning abilities and teaching abilities is excessive IMO.

  3. Pet grouping. As many have said, having pets count towards group limit hurts us in a game that is trying to encourage group activity.

  4. BE Pet sizes. The strange sizes of BE pets were fun at first. But the extra large CL 70 pets are not wanted in groups. And the sizing method creates problems with BE created mounts.I know this isalsoa BE issue but it affects me because I like my BE pets.

  5. Pet AI. Having lots of trouble today with NPCs running at me after my pets have attacked them and I choose to take the aggro. Pets are not following to continue attack. I have to watch them andwatch the combat window. Spam 'follow me' and then reissue attack commands.



IGN - Iamjake
Retired
MCH MP MS on Bria
Baccarat
Tue Aug 16, 2005 5:20 pm
#34

1. Please, please sort the abilities on the /train list! It's very hard to tell what you know at a glance.

2. Calling and storing timers are pointless and annoying.

3. "You can't tame that" bug. Even workarounds don't always seem to work.

4. Please make fleet-footed useful. I love the idea of training fast mounts. Also because a baby can't be mount trained right away, it makes it alot more work to prepare a CL10 mount for the use of a non-ch... not sure if this is intended.

5. L3s should be very powerful given the effort to get them.

6. The pet going back to attacking the lair bug.

I love the idea of CH quests/missions, like the varactyl egg. Even giving out pets with unusual skins as rewards, but no abilities that are special/unusual, would be alot of fun and not game-breaking.



Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

theorb22
Tue Aug 16, 2005 6:26 pm
#35

1. call/store timer is too long, the extension of it after combat is silly since combat is kind of over, and 60 second store timers have never really struck me as something convienent or balancing.


2.Taming at MCH takes too long (About 5 or 6 minutes and 3 baby agros plus about 9 other attempts) even for just plain old non-agro CL 60ish critters, the last time I touched something agressive and high level was before the new special system and it took about 13 or so tries, from what i've read on the boards, that was much better than anyone else's taming rates lately on average. I was also using taming clothes.


3. All pets and creatures moving at the same speed is unrealistic, feel free to fix the A.I. to make them move at proper speedsany day now .


4. The agro system with all critters attacking the master can be, quite honestly, amazingly ridiculous at times. Case in point, one time I attacking a low level GCW squad with a CL 70 BE kliknik while I hid behinda house 64 meters away, all the stormies got a question mark, then the exclamation, and every single one of them except the one being eaten alive used X-ray vision to spot me through a house and solid earth and come running towared me, wall hacking through the house at 40 or so meters as they fired too.(And they also fired through a hill by the way) Luckily, NPCs are also much slower in the CU, I managed to outrun all but 3 by dodging between houses for about 40 more meters, I picked off the stormies one by one, (Believe it or don't, commando without specials is really weak) and when I ran back to the original area my kliknik had just finished its meal of stormtrooper and was working on another one which had ran back, when 4 other straggelers come back to the area, stop and look, and then run at me AGAIN, even after one of their buddies was already kliknik food and another was heading for that general destination. Luckily, slow A.I. once again allowed me to run out of range about 65 metes away, where the stormtroopers stood inert while their buddy was being eaten next to him by a giant insect making loud noises as it crunched on stormtrooper armor, until I came out again and ordered my pet to continue, at which point the cycle kept going until all the stormtroopers died. This took entirely too long for a squad of CL 30 NPC to die to a guy toting a flamethrower, rocket launcher, lightning beam cannnon, and gigantic mutant grasshopper thing.


5. Don't get me wrong, getting a good flow of XP on high level pets isn't horrible in certain situations, such as when your raiding bases and your pet gets whacks on about 40 or 50 NPC per base since NPC fire in AoE cones distracting pets, but you can't have base raids all day and night long against CL 80ish NPC to get 300K XP in about 3 hours with base raiding. Not that it wasn't fun mind you, to me getting 300K petXP for blowing up impy bases was a nice bonus on the side of things, but I can't imagine any way to grind pets which take 700K XP per rollover in any reasonable amount of time, try raising the XP gainrates for high level pets or simply reduce the max XP needed for all levels.







november 5th 2005- greatest hotfix ever
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Slardek
Tue Aug 16, 2005 7:43 pm
#36


1. Call timers should be eliminated. I can pull a rifle in combat, I should be able to call a pet in combat. My pet is a weapon, let me use it as such. Every other profession can use any weapon in their arsenal at any time. Allow CHs the same privilege.


2. Pet usage in combat.If a pet gets incapped in combat I should be able to pull another to replace it. I can pull out rifle after rifle so long as I have them in my datapad, my pets should be the same. Maybe have an incapped pet not count against our control limit, but still only allow 3 pets out at a time. Ex: You get attacked, you call 2 CL35 pets. One gets incapped so you call a 3rd CL35 pet (You now have 1 incapped CL35 and 2 controllable CL35 out), a 2nd pet gets incapped so you store the remaining pet and call a CL70 pet(You now have 2 incapped CL35 pets and 1 controllable CL70 pet) and fight with it until you win or lose the fight or the pet is incapped. Once the fight is over you must revive and then store your pets one at a time. Maybe this is asking too much. An alternative would be allowing a MCH to revive a pet to at least half of it's health. If I revive an incapped player I do not have to spend combat time healing them because they can heal themselves, but when I revive a pet I have to spend several combat turns healing them so they aren't immediately incapped again. Give us some kind of Massive Creature Heal or something.


3.Pet levels/group slots. Either allow us to tame up to CL80 pets at MCH or do away with pets taking up a group slot when grouped. My pet survives a lot longer when grouped, but would not need to be grouped if it was the sameCL80 as the rest of the group.


4. Morestorage. Allow us to store our pets in places besides our datapad. A pen, a stable, a zoo, inside our house, in a droid, whatever. Just please allow us to keep more than 20 pets. I know 20 might seem like a lot, but considering there are now more than 20 abilities we can train our pets that must each be learned from different babies, 20 really is too little. I think have a stable somewhere would be cool. Maybe even a community stable in NPC cities or something.


5. Mount speed/abilities. The veractyl in EpIII could keep up with Grievous's wheel, please allow our mounts to travel that fast. It's like the Devs have never seen a horse race. My Cu Pa should run like the wind, my Brackaset should be a blur. We should also be able to fight from atop a mount and call other pets while mounted. I am a Master Creature Handler, my mounts should know what to do in combat, leaving me free to fight while still mounted. TKM would of course still have to dismount since punching or kicking something while mounted would be difficult, but anyone with a weapon bigger than a dagger should be able to use it while mounted and in range of their target. Aperson with a ranged weapon the back of a fast mount should be able to ride around and blast stuff. A person with a polearm or sword should be able to make hit and run attacks. However,the mount itself should not be able to attack at the same time as this woulddisrupt the rider's ability to fight. But either the rider or the mount should be able to attack while the rider is still mounted.This ability alone would make mounts valuable again. Also allow mounts to carry items, the bigger the mount the more storage. Let us use those dewbacks as pack mules to help people move from one house to another, or collect their inventory from their factories, etc. Give rangers greater tracking abilities while mounted as they should be able to hone in on the mounts ability to detect scents and such. Make mounts desirable again!

JayWind
Wed Aug 17, 2005 12:54 am
#37

1. Call timers:
They are no longer required and it would help speed things up. As it is now, pets move to slowly. when doing group missions, everyone calls their swoops and takes off. The CH is stuck storing pets, then calling a swoop, riding to the next mission, storing the swoop and spending 15-45 seconds calling their pet(s). By that time, the rest of the group has killed most of the mobs for the mission.

2. Mounts:
The biggest problem I have with mounts is the call timer. If the call timer is removed, it would make it easier for the CH to call their mount and ride with the rest of the group. Mount AI also needs to be improved and the various bugs with mounts need to be fixed as well. My guildmates refer to my mounted bantha as the guild retard because it doesn't act like my other bantha which isn't mounted.

3. Skin size of pets:
Some of the skins for my smaller pets, assuming my Mon Calamari is an even six feet tall, stand over eight feet tall at the shoulder. Reduce the size of some of them, especially the lower level creatures, so they don't block the screen. One of the biggest complaints from groupmembers is that my pet(s) block their view when they attack.

4. General bug fixes:
- The "you can't tame that" bug.
- Pets trained as mounts act differently that the same creature that's not a mount.
- Pets trained as a mount can't be revived using the 'revive incapacitated pet' option.
- Some pets (baz nitches and reptillian fliers) have a black and white cube as an icon in the datapad instead of an image of the creature.

5. Increase maximum level of tamable pets:
With CL80 being the highest player level and with players able to pull missions with difficulty levels over 80, having pets capped at CL70 makes them especially vulnerable to high-end mobs.

6. More content:
The most common cry from players, and thus I had to include it. CH-specific content would be a welcome addition. The inclusin of the CL65 Varactyl quest in RotW (for those with digital download only) was a nice touch, but it excludes those who did not have the digital download.



Lowca - Keome Aramia - Creature Handler / Pistoleer

enigma_writer
Wed Aug 17, 2005 4:43 am
#38

1. Elite pets restored. Pets that are exceptionally hard to find and have unique abilities that can only be obtained from taming that pet.


2. klikniks and other creatures that were once callable or tamable need to be restored so can be called and tamed


3. When taming a pet you should always get at least one ability. Some creatures have tamed seemed to just be empty making the ch tamethe same type of creature several times to get the ability.


4.Remove pet call timer


5. Pet Corral

Aaaarrrrgggghhhh
Wed Aug 17, 2005 6:41 am
#39



1) Increased pet speed and remove pet slow for combat.


2) Lower time delay on storing pets after combat.


3) More pet storage in some shape or form (Datapad, Coral etc)


4) Increased max level of pets to 80, maybe even if level 70 is still the max level of any tamable pet.


5) Improve the creatures skills learnt window, so that we don't have to scroll down, would be easier if this was set up as a table rather than just a list.


eg.


Skill Lvl 1Lvl 2 Lvl 3.


Agression x x x.

Message Edited by Aaaarrrrgggghhhh on 08-17-200502:46 PM

Message Edited by Aaaarrrrgggghhhh on 08-17-2005 02:46 PM



Bummo Pobla. Chimaera.
Master Creature Handler / Master Rifleman.
Ok all sing "Always look on the bright side of life....."
/whistle.
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