Creature Handler Archive
Thread: Time for a new Top 5 list... need input!
anyway jsut want to add my own pet perve issue.
Pet growth, IMO it's stupid to have to grind your pets xp for them to grow, keep the levels as is ( with the bugs fixed of cause) but detatch growth and put it back on a timer.
1) Call pet/store pet de;lay - Big issue since babies now are at full CL
2) Taming probabilities - A master wookie with +25/25 be clothes and +34 creature taming taming (wookie bonus + attachments) should not take 10 times to to .tame a level 46 non agro mob lol
3) Pet storage - We need a way to redeed our pets or increase the number stored
4) Pet xp requiredtoo high - A full datapad of pets is the equivilent of a jedi grind. Grind versus reward is not there
5) Make pets not count to grouping max. Groups dont want us to group pets and it makes things difficult
6) To make ius viable in pvp we need to be able to have higher than level 70 pets
Message Edited by Scoooter on 08-17-2005 08:34 AM
Message Edited by ioan on 08-17-2005 08:29 AM
1. A Very Buggy Profession - Creature Handler has far too many problems and bugs to limit a list to just 5 items. Many of the bugs are hindering the enjoyment of the profession and only addressing 5 of them simply will not get this profession on par with other professions. It is understood the amount of work needed to fix creature handler would require the resources for an entire publish. It is unfortunant that the development has allowed these problems to persist so long that the problem has reached that level of scope.
2. Pet Useability - Pet are very annoying to use. This makes being a CH frustrating and makes other games that use pets yet are more polished very attractive (even to the development team that liked the other game's system so much they helped themselves to it).
- Pet Commands - Pets often don't follow commands, like attacking a layer. It often takes several times to get the pet to do what is asked. There are still problems with /tellpet not working.
- Pet Speed - Pets need to keep up with it's master. Pets that fall behind can make doing anything in the game far too long to do. Every pet should at least keep up with the base speed of a mount. The fleet footed special should improve pet speed so that L1 is as fast as a land speeder. L2 is as fast as a speeder bike. L3 should be as fast as a swoop. A CH willing to spend his pet training slots on fleet footed should see a huge impact on speed itself.
- Calling of Pets - Pets are a CH's weapon and should be freely called at will without a timer of any sort. Alternatively you can add a 15 second weapon switch timer to other combat profession and get the pink slip when so many players quit the game. This is the scale this problem has on CHes. It needs to be taken seriously. Whatever the phantom exploit that no one understands needs to be addressed differently that this was suppose to address.
- Pet Pathing Issues - Pets get stuck, slow way down, just stop following or completely disappear altogether. This is a serious problem as a pet that has his head stuck in a wall 100m away simply cannot be used.
3. Pet Specials - The new pet ability system caused as many problems as it solved. There are missing abilities and a few abilities seem to do nothing at all. Others have such a weak impact that they hardly seem like an ability at all.
- Excessive Experience Needed - The experience needed to learn specials and train them to other pets is on the scale of what a jedi needs. Creature Handlers need to be brought in line with Jedi and should be 1.5 times as powerful as any other profession. Alternatively the exp requirements can be lowered to be brought in line with normal professions. If creatures must have experience, then the experience needed to simply gain creature handler skills should be look at as well. Most of the experience needed is now on the pet side of the total experience needed equation.
- Insert very long list of pet abilities here that I just won't waste my personal time getting into.

- Mounted Combat - Many CHes wish to have modifiers in creature handler that will let them use mounts more effectively in combat. This included simply being able to use the default attack on a mount (novice CH), using specials with a penalty on a mount (intermediate CH), to using full combat specials and healing while on a mount without penalites (master CH). Mounts slowing down while in combat is acceptable and was in the game at one point. (Still is? Has anyone ever used in a mount lately to even notice?)
- Mount Speed - Creatures continue to be very slow compared to vehicles. This makes them inefficent when going from point A to point B. On top of that there is nothing that you can do on a pet mount that you can't do on a swoop (see mounted combat). The fleet footed ability gives CHes the option to increase mount speed, yet the effect is so small many believe it does nothing (and it might as well as the effect is that small). Mounts with Fleet Footed L3 should approach the speed of at least a land speeder if not a speeder bike (prefered).
- Mount Size - Many of the BE creatures, such as the CuPa, are not big enough at their CL10 size to be trained as mounts. This is a problem as a ready source of non-CH mountable animals are now out of the game.
- New Mount Types - Additional mountable creatures have been requested repeatedly over the past couple years. We got two new mounts with the expansion, however those were promotional mounts for a movie. The actual requests have been to make some of the cat models mountable and to have flying mounts in the game.
5. Pets are Undesirable in Groups - This is a MMO not a single person game. Yet many creature handlers are force to play without their pets or play alone while using pets. People simply have issues with pets in groups.
- Pets Use a Group Space - With only 8 per group pets are simply not welcomed. Many times people get left out of a guild activity because of this harsh cap. Leaving a friend behind is very undesirable. This makes grouping with a pet unthinkable and those wanting to use pets are often the one left behind for this reason. Pets should be added to the group without adding to the 8 player limit.
- Pets are Slow - See pet usability above. People do not like to wait for their own pet, they flat out refuse to wait for someone else's pet. Add to that the lack of power pets add to an over all group and the creature handler is once again left behind.
- Targeting of Pet Rather than Target - Many times when a pet is attacking a mob and someone else in the group tries to target that mob, they target the pet instead, even if the mouse is not on the pet. This gets even worse with large pets. It is very frustrating for group member that need to target the mob to see the health or need to continue attack the mob even if the creature is called off. Note assist does work but does not address the problem of actually needing the target to be the target. Tab is not useful in situations where there are many mobs close together and you need totarget the correct mob very quickly.This makes others not want to have a pets in the group or even around outside the group. The end result is the CH to not be sent tells when the guild is forming a hunting party. This 'being left out' is very common amount creature handlers and why they often just play alone.
Message Edited by Meplorium on 08-17-2005 11:31 AM
Vuldranye wrote:
1. Pet movement speed really needs to be increased. I don't think it is unreasonable to expect your pet to be able to keep up with you while you are walking / running.
2. Sometimes my pet stops gaining training exp. for no explainable reason. Storing him and re-calling seems to fix it, but I have to check the DP everytime I kill something to see if he is gaining exp. to know whether to store him again. A fix to this little problem would be nice.
3. A little clarification on the pet training system from the devs might be nice. It doesn't have to be a full spoiler, but maybe a chart showing max training slots per pet CL would be nice. And verification of whether BE pets and Wild pets get the same training slots per CL.
4. A small pop-up pet control window might be a nice addition for those times when you are not grouped with your pets. It could at least show the health of the creature and be a means of targetting when needed. This would be very similar to what exists in other SOE games (see EQ and EQ2).
5. Since many of the new innate specials affect stats that aren't visible on a wild creatures (regen for example), it might be nice to allow CH's to see these stats on tamed wild creatures similar to what can already be seen on BE creatures.
Vuldranye
2. Pet Pathing and Speed. Very frequently, pets will not appear, follow, or fight in structures. Very frequently, pets freeze or do not follow, or they follow at a snails pace.
3. Call Timer. Remove the timer when calling creatures and allow calling when in combat; however, keep the timer when storing and of course incapped or dead pets that haven't been stored count toward max number of pets the handler can call. This should elleviate concerns of pet swapping during combat yet allow us to use our weapons like everyone else can.
4. Mounted Combat. Allow base attacks while mounted, AND get rid of mount slowing down for combat.
5. NO NEW CONTENT! FIX THE PROBLEMS FIRST! The database administrators, developers, and programmers have lists of known bugs throughout this "game" which should be fixed, not just "addressed."
2. Pet Pathing and Speed. Very frequently, pets will not appear, follow, or fight in structures. Very frequently, pets freeze or do not follow, or they follow at a snails pace.
3. Call Timer. Remove the timer when calling creatures and allow calling when in combat; however, keep the timer when storing and of course incapped or dead pets that haven't been stored count toward max number of pets the handler can call. This should mitigate concerns of pet swapping during combat yet allow us to use our beloved weapons like everyone else can.
4. Mounted Combat. Allow base attacks while mounted, AND get rid of mount slowing down for combat.
5. NO NEW CONTENT! FIX THE PROBLEMS FIRST! The database administrators, developers, and programmers have lists of known bugs throughout this game, not only with our profession, which should be fixed, not just "addressed."
Ko-aIri wrote:
Hey folks,
Since the complete revamp to our profession had a massive effect on our most problematic issues and bugs, it's time to start a completely fresh Top 5 list.
Please list any major issues/problems/bugs that you are experiencing and I'll put a new list together over the next week.
Current problems I'm seeing just with a quick glance: complaints about the amount of XP required to level pets and/or learn skills, the "you can't tame that" bug (which has already been band-aided with a 60 second timeout and is supposed to be fixed completely in a future publish), call timers (especially now that they're removing vehicle call timers), missing specials (like Pinning Attack and the L3 version of several specials), etc.
Please list your issues in order of how much you'd like to see them fixed, worst problems first. Thanks a lot!
Shad-O wrote:
5. Master CH should have earned some bonus to speed up theability training, as they deserve special treatment because of their horrid grind!
Hear Hear!
6. Raise the Pet Level to 80.
Amen!
8. Fix the 'this is not your pet' when I try and use a Pet Stim on it.
Well said!
9. Master CH should not take almost a half hour to tame a high level pet with BE clothes, Jawa Beer, Aroma Screens and Almond Chewie Food. I could see if you were not wearing clothes or eating special food etc. But if I take the time and effort to do so, it shouldnt be so hard.
Oh, if only BE clothing actually WORKED!!!
Store Timer:
The store timer is now at issue since the special abilities. Because you are leveling a pet, see a baby and not that the baby is full CL then you must store your pet then attempt to tame. And since there is a one in seven chance of the critter having a special ability it becomes a hige time sink.
Several potential solutions exist
1) Reduce the store timer
2) Remove the callability check form thestart of /tame and immediatly store the critter once tamed
3) Lower the CL back of the babies and upgrade it once it is stored.
Both 1 and 2 seem easy to do.
IMO 2 seems to be the best solution. After all this only became a huge issue since we have to tame babies for the abilities and they are at higher level