Creature Handler Archive

Thread: Creature Handler *TOP 5 ISSUES* (New! September 4, 2005)

Specter2k3
Wed Sep 07, 2005 1:41 am
#40

I just used my other toon back after a hiatus of about 3 months and most of my pets that i had been useing for over a year could not be used even when trying over and over to reset the Level or stupid Stats. 1 kimo it said even with Reest it said would still would be a level 90, though thats what resets are for lol, now i had to delete a lot of good pets that i had for over a friggin' year, wth is up with that if the Stupid Devs dont know what a Reset is for.............!!?

Message Edited by Specter2k3 on 09-07-2005 01:42 AM



.
Drecki
Wed Sep 07, 2005 2:53 am
#41






Ko-aIri wrote:

- Taming is exceedingly time-consuming at top level (CL 60+). (are people still having major problems even with BE taming clothing and chef food at master level?)

- Alphabetically sort the abilities on the /train list (I'll see if I can get this looked at, seems to be a very small change)





I have BE-Clothes with +25, CA's with +25 and using +18 food, it usually still takes 5-10 attempts to tame acreature. This is way too much for a MCH, especially since most high-level pets will aggro when taming was not successful.


I would like to see the list in 2 columns - Ability and Level. should be possible to sort them either forability or for level.


I would like to add something, which is gamebreaking at the moment, at least on my server. I don't know if you experience the same on your servers:


Wild spawns on Talus are almost non-existent. You can drive for 5000m without seeing ONE wild spawn. Similar situation on Tatooine: The only creatures I could find, driving from Mos Eisley to Fort Tusken, were low level bugs, rills and Cu Pas. No Banthas, no Dewbacks. Wide areas of no wild spawn, when there used to be a lot of wild spawns on that planet. I have added it to the issue list and /bugged it ingame, please could you check the situation on your servers?




.:Todeco:. ~ .:Jedi ~ Freelancer Pilot:.
.:Xanija:. ~ .:Tailor ~ Image Designer ~ Merchant:.
.:Lyana:. ~ .:Creature Handler ~ Carbineer ~ Rebel Pilot:.
.:ToC ~ Zitadelle des Chaos ~ Talus:.
Amethyst-Moonshadow
Wed Sep 07, 2005 7:34 am
#42






Drecki wrote:


I would like to add something, which is gamebreaking at the moment, at least on my server. I don't know if you experience the same on your servers:


Wild spawns on Talus are almost non-existent. You can drive for 5000m without seeing ONE wild spawn. Similar situation on Tatooine: The only creatures I could find, driving from Mos Eisley to Fort Tusken, were low level bugs, rills and Cu Pas. No Banthas, no Dewbacks. Wide areas of no wild spawn, when there used to be a lot of wild spawns on that planet. I have added it to the issue list and /bugged it ingame, please could you check the situation on your servers?






/agree and QFE.


On Flurry we have the same issue- you can find lots of CL1s and CL2s right outside of the big cities on Tat and Talus, but if you venture anywhere else on the planet, it's devoid of life. This IS gamebreaking, especially since inour profession we end up spending many hours MORE searching dead planets to try and find a tamable. From what I understand it has to do with the population of players and where they are (for example, this is hardly an issue on the "grind planet" of Dantooine or Dathomir) but it's ridiculous and definitely needs to be addressed and fixed. We need life on other planets, too. The statments I bolded above are what concerns me as well. Thanks for wording it best!






Amethyst Moonshadow & Zoque Silvermoon
:: Entertainer :: Domestic Trader :: :: Old MCH/12pt MBE ::
Drunken Kimogila Disco & Nightclub (New Justice, Lok)
The Official Pink Rodian of Flurry
Thaumaturgist
Wed Sep 07, 2005 11:44 am
#43


Ko-aIri wrote:
While I do agree that the XP requirement is fairly extensive, especially for the highest level pets, I'm not sure I agree with prioritizing XP rates at the moment, and here's why (to hit your major points):

1. Pets generally get the best XP gain when NOT grouped while you level them. So if you're in a "grinder group" you don't have to worry about the spot in the group being dedicated to the pet. As long as the pet isn't drawing aggro (which is shouldn't as long as you're a CL 80 combatant), most creatures you'd grind on won't even attack the pet so the group (for health monitoring and level bonus) isn't necessary.

This isn't necessarily true. Pets get the Best XP when fighting creatures that are at/above their level. So with a CL 80 grind group it can be beneficial to group with them. As to the pet not drawing agro, my CL 69 Pet with Aggression L3 can/has/will draw aggression, and I can't see the pets health dropping. Also happens when I work with any of my pets with an AOE attack.

2. Focus. If you're out grinding, grind. If you see that awesome rare baby, sure at that point stop the group and go grab it, but for the most part if you want to level a pet, stick to that. You pretty much have to decide if you're taming or training so to speak on your trip out, otherwise you'll do neither well.

Very True. I never tame when I'm out to grind or I find that I'm only taming :-)


3. It seems learning a pet's abilities is connected directly to the number of kills it makes, NOT how much XP it earns. So you can (if you really wanted to) AFK yard trash around starter cities to learn your pet's abilities. Thus, XP rate of gain is not at all relevant to you learning a new skill, it's only relevant to making a pet gain ability slots/points. If you're trying to learn Thick Skin (L3) off your CL 68 pet, you'll be just as likely to do so by killing 400 wild chubas as you will 400 mission-generated pikets.

While I agree that kills is the trigger, I don't believe it's tied to a specific kill number. I also believe that this chance to learn the skill goes up when the pet is leveled. I would love to see an answer from SOE on this. Also I don't AFK, and don't intend to start. I don't think this is a very good answer to learning specials.

4. If we reduce the XP requirements to level pets, then the very highest level pets will be that much easier to "cap out." While this may look good on the surface, it may bring the nerf bat down on Creature Handler (yet again) if it turns out a CL 70 pet with a full set of skills and abilities is very powerful and the profession becomes the FOTM profession again. If the XP requirements stay higher, more power is justified and it is less likely to become a widespread problem IMHO.

I agree, well sort of :-) I'm just think there should be a better way.

5. Plus, and I empathize with your limited playtime, but I have been able to join up with Dantooine grinder groups and roll over my high-level pet's XP 5-6 times in one two-hour block. And I can only play at most 3 or so hours a night a couple days a week in the past month. The problem is, you can't ever make it work for everybody. If you make it extremely "casual-play" friendly and dramatically reduce the XP requirements, then the "powergrinders" cap out that much sooner.


If everyone really wants me to bump this up the priority list and work to get it changed, I will of course do so, but I'm trying to play devil's advocate here and see it from all angles. I'm open to discussion, as I said the Top 5 list is a draft right now so I will be happy to adjusted if I misread the importance of this issue.

And Milteck... Elites are likely gone for good, Keldarin said this system is designed to replace the need for such pets. I think the idea was that rare skills and the fact that you can tailor a pet to your specifications was supposed to be sufficient replacement. What I'd honestly like to see are some elite skills that are very rare and hard to find that we could find on pets, to have something other than the rare babies to chase again.

That would be good, but I think that the system right now can be very frustrating when trying to find certian specials. At least in the past when we saw a Great Plains Stalker, we knew it was a great plains stalker. I was a little bit frustrated in a few of my last tames. I tamed a GPS, Ikopi Stag, and Stoneskin Hanadak. All three didn't have specials, and the only one that I would say was easy to get was the Ikopi Stag. I would suggest that there be a real good chance to get an "Elite" special on these rare type of babies. As it is, I'm glad to have my rares, but the tames would have been much more rewarding if they had had a special.

It also brings up a good point. Try to go out to the Swamp Stalker hot spots and see what kind of MOBs you see. Naboo west of Keren is virtually dead. I think the same is true on a lot of other planets/servers. If you aren't in an area that has a lot of people/traffic, you will see very few if any spawns. Good luck getting some creatures! I don't think this makes the top 5, but should be looked at.





Thaumaturgsit - Sunrunner
Master spy and loving it!!
Guild - OPFOR

UrukXul
Wed Sep 07, 2005 12:38 pm
#44

Great list.

My only comment is that I am still very annoyed by the pet exp requirements for the solo player -- I am not arguing, I do understand your reasoning for you not including it on the top 5. If they got rid of vitality loss (or lessened it somehow, or something) for high level creatures then I wouldn't be bothered. As you say with all the time invested and required, it is very frustrating, annoying, and disheartening to lose any vitality on those creatures that require 350,000+ each roll over (many of those not opening any training slots).



Kuree
Master Creature Handler/ Master Bounty Hunter
Shadowfire

Drecki
Wed Sep 07, 2005 3:14 pm
#45






Amethyst-Moonshadow wrote:



From what I understand it has to do with the population of players and where they are (for example, this is hardly an issue on the "grind planet" of Dantooine or Dathomir)






Thanks for confirming it's happening on the same planets on your server as well. I thought the same, it would have something to do with population, but actually on FarStar the No. 1 grinding planet is Tatooine. There are 2 player cities + Mos Eisley + Bestine, where you can always find lots of players, hunting groups and so on. It used to be on Dantooine and Dathomir, but it has changed completely. While there are less hunting groups on Dantooine, there as lots of wild spawns. Same goes for Dathomir.


Just a few weeks ago I wasn't able to go with my level 1 crafter toon to my factories just outside of our city on Talus. There were wild spawns almost everywhere and Talus is sure not one of the most populated planets on FarStar


I think the issue must be a different one in that case.


@Seiryuu


Of course it's not aCH specific issue, but it affects us more than anybody else. When we can't find a baby Dewback or Bantha, we can't sell any to our customers. Rangers/BE/Scouts canuse mission lairs, we can't.


BTW, can anybody on other servers confirm (or not confirm) the situation on Talus/Tatooine?




.:Todeco:. ~ .:Jedi ~ Freelancer Pilot:.
.:Xanija:. ~ .:Tailor ~ Image Designer ~ Merchant:.
.:Lyana:. ~ .:Creature Handler ~ Carbineer ~ Rebel Pilot:.
.:ToC ~ Zitadelle des Chaos ~ Talus:.
Hardley
Wed Sep 07, 2005 6:10 pm
#46

Ko-aIri, you list is fine ... my question is, how does this get conveyed to the programmers/developers/managers at SOE? I don't think they browse the forums so they are not going to get this informattion that way.



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!

Hardley's Oasis Bait Shop & Sushi Bar
2000m outside Mos Eisley on Tatooine /way 1893 -6057
Hardley Workin & Hydan Seek propritors

Hardley Workin: August 17, 2003-November 16, 2005 R.I.P.
Hydan Seek: March 25, 2004-November 24, 2005 R.I.P.
Indene
Wed Sep 07, 2005 6:54 pm
#47


The list was spot on at least up to 2 weeks ago.


I went ingame for the first time in 2 weeks and walked, not rode 5km across an empty Naboo looking for babies. 2 weeks ago I couldn't ride 100m without bumping into another wild spawn. Now nothing. (Server=Radiant).


Well almost nothing. I found2 wild spawn with 2 Kaadu and 1 baby. I went to tame the baby and it despawned. So did the 2 adults. The lair was still there but not the Kaadu. I went 500m away and back and they were there again. They then despawned as I approached. I gave up and continued my search.


I only found spawns when I got within 1000m of Theed starport.


This is not good.


-Indene-


P.S. As a miner I think this is great as I can place and tend harvesters without much fear of being eaten by the wildlife.



Message Edited by Indene on 09-07-2005 06:56 PM



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
Seiryuu
Wed Sep 07, 2005 7:23 pm
#48


Of course it's not a CH specific issue, but it affects us more than anybody else. When we can't find a baby Dewback or Bantha, we can't sell any to our customers. Rangers/BE/Scouts can use mission lairs, we can't.

Please don't get me wrong on this. I rank this as high or higher than many of our profession specific bugs.

What I am trying to say is that spawning is such a big game issue that it is beyond our list and needs to be a collective effort to fix. Many the correspondents should be in on this one. It would also have a greater chance of being addressed (barring the fact that it is a more complicated system than anything else) if it was a collective effort.



-----
Visit www.swgcreatures.com for all your creature needs.
Tell 'em Lantyssa sent you!

Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

Looking for a special? Try this Excel spreadsheet on Special Abilities.
NeeAnderTall
Wed Sep 07, 2005 8:30 pm
#49

I finally am able to post! I consider my self "flammed" from missing the first thread on this issue. I am 2/3'rds of the way through the new trainable pet skill grind.


These 5 points of interest are mysuggestions to recovering from the loss of Elite pets andrestoring lost interest inthe Creature Handler professions as one of the funnest to be involved in. I base these on reading all the posts on this subject and attempt to share new ideas in this exciting debate. I look forward to each new expansion and publication now hoping for these changes to take effect.



1. The datapad is misleading in it's storage capacity of 100 items. I know Master CH is limited to 22 creatures in the datapad and should remain that limit. Datapad limits should be made clearer by having the appropriate tabs. Waypoints, Ships, Schematics, and Pets each with your individual limit posted on the bottom in the familiar fraction ie 5/10. I elaborate further on pet storage as deeds further in point 2.


2. The galactic economy will be enhanced with pet storage in deeds and special structures. BE's need to start making pet stims and the antidotes for the disease and poison's that used to be fun for Doctors to heal, otherwise why are they wasting their buffs on Dantooine when Krayts are on Tatooine? Chefs make antidote food and drinks as well. Re-introduce the disease and poison states back into the pets as natural traits to their attacks based on their species only. Radical new Pet storage items such as Corrals, kennels, or pet shops give Architects and Creature Handlers new economical interests. Point 2 covers more than one issue and I apologize.I amtrying tohighlight the back-scratching between professions ina beneficial direction for Creatur Handlers regaining a healthy respect from the rest of the Star Wars player community.


3. Call timers need to be removed. Keep "no store" command possible while in combat, same as a swoop. Calling pet combined level max should be kept at 70...but let the Creature Handler decide how many pets to call, do not limit them to only 3. There can be alot said of a swarm of level 1 pets equipped with one L3 skill each after a long grind session of pet leveling to create this swarm. This is a sound idea in that the damage output for each pet level was plotted on a straight line. The same amount of damage in hit points can be inflicted by 20 level 3 pets per second as one level 60 pet. I dont think lag is an issue, seeing huge swarms of pickets standing in one area so densely populated they resemble an artisitic exotic geo-flower. Pets are really a combat state delivery vehicle, a limit of 3 means if the 4 max states possible in one attack from the CH and the 3pets per combat time cycle. There is conjecture some of these states are worthless anyway, so I propose lifting the maxnumber of creaturs callableso long as the max combined level of 70 remains sacrosanct.


4. New Pet Experience source from Creature Handlerplayer experience point delegation alternative keeping the current pet xp levelrequirements. Make CH experience points available to convert directly to pet xp. I propose this as a creature training level4 ability. Smugglers can buy and delegate faction points to short-cut their own or other player's faction rank advancement. CH's should be able to train their pet from their ownCH xp pool. Thus a CH can grind with a pet for a few hours, and have the option to use their own XP gained during that grind to further advance the training of the pet or if they need to, advance themselves in the CH skill tree. What is a Master Creature Handler to do with a maxed 1.2 million xp in Creature Handling if the MCH cannot use it for a purpose? Being objective, I dont think a CH can exploit this by converting CH xp into pet xp and gaining CH xp from the act of training the pet. Hence a circular xp savings rebate using this method. I think this promotes grinding, which is what SOE wants from us.


5. The train pet screen is a beta. Admit it. It should bereplaced with a larger screen illustrating the pet currently targeted, all of it's statitics, and the alphabetized list of skills with three columns of boxes (L1, L2, L3) readily showing you what is at the CH's disposal and what is left to be found in a future taming session. Selecting each trainable skill should illustrate the guaranteed stat change that will take effect on the pet and the training point cost if the current selection is confirmed. This is like managing a starship which is half the fun of being a pilot. An additional trainable slot leftbar or maturity bar illustrating the pet's progress towards full maturity would be a useful visual aid as well, Trainers ask themselves, "should I use the last training slot now, or wait until another xp turnover before using the last training point in a risk of finishing the pet maturity prematurly? I know pet level determines max number of training slots. But who can remember what a level 23 pet has left from memory?


I also agree the number of wild spawns is an important issue. I have too been suprised by the lifeless deserts and annoyed by the time lost trying to try grouping with 3 pets or taking mission terminal jobs in one direction in an attempt to gain the server's favor of paying attention to my activity in an area.


I actually hope all ideas are considered andplay testedin one way or another, found in this thread by the DEVS.
KMad
Thu Sep 08, 2005 5:42 am
#50






Amethyst-Moonshadow wrote:


Something I've heard and cannot confirm, but thought it might be good to bring up/ask here...

Pets not grouped with you give jedi in the group visibility. Is this true?




i'm not in game now to check this, but what i always did was hover over the dot on the radar for something i wasn't sure about. if it says name (character) then it can give vis, if it says name (entity) it does not give vis. i'm pretty sure pets are entities and not characters. i am convinced this method works because i stayed *completely* off the terms until i was 2 boxes from final template at which point i decided to go up on avatar and i hit the terms that very night lol. and this was when even group members gave vis, so trust me i had to work hard to avoid vis and i did it.




KMadness Candy Treats and Junk Food
Because Whit's too lazy to cook it all herself!
Twilight's End, Naboo (-3036, 5300)
vercupti (+75 prec) thakitillo (+77 sta)
flameout (+65 con) mando (49 fill 19 min +54 str)


i want a complex game with an easy interface, not an easy game with a complex interface
hobieone
Thu Sep 08, 2005 6:21 am
#51

the pet vitality removal, coral idea, and timewr removal and group isues i would say should be the the top 4 issues. especialy the vitality removal i've had pet with some vitality loss especially lvl 70 shear mite just training iit to be fully grown let alone till it reached it max training slots so by the time you fully train it yoiu already looking for a replacement which to me waste the time you spent withthe pet.



just forget about the time line it nolonger exits her hasn't for some time. we're in a virtual star wars universe and it our time line not the movies. so its what we make of this universe ourselves. once this is realized then you'll start having fun
Drecki
Thu Sep 08, 2005 9:59 am
#52

Looks like wild spawns are back. At least on Talus it looks good, haven't checked Tatooine yet.

/edit: A few hours later I got a report, the spawns have gotten fewer on Talus.

Tatooine looked a bit better than before when I checken, but still huge areas with no spawns.

Message Edited by Drecki on 09-09-2005 02:02 AM



.:Todeco:. ~ .:Jedi ~ Freelancer Pilot:.
.:Xanija:. ~ .:Tailor ~ Image Designer ~ Merchant:.
.:Lyana:. ~ .:Creature Handler ~ Carbineer ~ Rebel Pilot:.
.:ToC ~ Zitadelle des Chaos ~ Talus:.
Page 4 of 11