Creature Handler Archive

Thread: TH speaks on Pet Calling Restrictions

KieSharku
Wed Jan 21, 2004 3:22 pm
#53

*shakes head*

I just don't get the bitterness and the "Woe is me!" attitude from scouts/rangers over this.


Right off the bat: I'm a master scout with a dabbling of ranger in tracking. I would LOVE to have more skill points free to take the camping branch of the ranger skill tree as wel, but I can't sfford to and keep master CH and master Fencer. So I regretfully gave up my ranger camps in favor of area track.


Now then...

For those who complain about camps being only needed to gain wilderness survival experience: try fishing instead. Fishing gives much better wilderness experience in the same time span as camping, and you get fish meat on top of it that you can sell. Plus decorations for your house if you so choose.


For those who say there's not going to be a market for their resources now that people don't need to make camps: have you NO idea about selling resources? i make a very good living at selling harvested resources, and NONE of it is for camps. Fish meat for BEs. Wooly hide for architects and armorsmiths. Eggs for chefs and others. Insect and herbivore meats for doctors/medics. ANY kind of high-quality meat will sell. Leathery hide is also used by armorsmiths. The market is out there, people, and it has nothing to do with camps. You just need to know what's in demand. And yes, as a poster above said, don't bother selling piddly amounts. When I harvest for people, I go for thousands of units. And I have been paid VERY well for my efforts in credits and goods. And I've never sold a camp in my entire SWG life.


For those who say there will no longer be any need for camps: I don't know about you, but with my skill choices, I have no points left over for medic skills. Camps are ESSENTIAL to me when I'm out on extended hunts. Ever tried healing in the so-called med centers on the adventure planet outposts? In my experience, they heal INCREDIBLY slowly, much slower than med centers in cities on other planets. I don't even bother sitting in them now: I camp in the wilderness and get my healing MUCh faster, especially with the higher-level camps. And there IS a difference in the healing rates. I truly miss my lovely ranger base camps, cause I healed FAST in those. I still do very well with the low-level ranger camp, but I'd love just a dozen or so more skill points so I could get my base camps back. They DO make a difference.


For those who say this is a CH-catering fix: I have many friends who are not CHs and have no scouting abilities. They're crafters, entertainers, artisans and whatnot. And they use vehicles - vehicles which still auto-store on you randomly when you're thousands of meters away from a city or "safe" area. Being forced to use camps to call pets was a major annoyance for me, as a CH, but that is NOT the only group that will benefit. EVERYONE will benefit, especially non-combat types who should not be forced to throw 15 valuable skill points into a skill they don't want simply because the coding in this game is buggy as heck and they don't want to be stranded in the wilds on a harvester run by a game glitch because they can't make or use camps.


So, to those who claim that their scout and ranger characters have been made so much less valuable for this change, I call B-S on you. I love my camps, I use my camps for the reason they SHOULD be (i.e. healing/resting/crafting), I welcome anyone who wanders by to make use of my camp if they're not being jerks (which has happened often in more remote areas of planets). Stop complaining that the Devs have finally realized and admitted that there WAS no good reason to have this restriction and are listening to the majority of voices that want it removed. This is a game, this is supposed to be fun. And having to make and use camps to call vehicles and pets that vanished thanks to system bugs is NOT fun and never was.
Laeren
Fri Jan 23, 2004 10:30 am
#54

Congrats everyone, it's been a long time coming.


Perhaps, instead of being sorry for not selling camps, rangers/scouts should ask for improvements to what a camp can actually do - perhaps improved healing rates, or a much better anti-aggro boundary around it.




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SioBabble
Fri Jan 23, 2004 3:57 pm
#55






Laeren wrote:

Congrats everyone, it's been a long time coming.


Perhaps, instead of being sorry for not selling camps, rangers/scouts should ask for improvements to what a camp can actually do - perhaps improved healing rates, or a much better anti-aggro boundary around it.







I'd settle for a WORKING anti-aggro boundary, something that simply does not seem to exist right now.


TH indicated that this is in the works.





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Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

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Blu_Haze
Fri Jan 23, 2004 10:42 pm
#56

Wow, this is actually my first trip to the CH forums, and the first post I read is actually really good news lol.


I can't say how glad I am to be hearing this decision from the devs. I'm actually temped to keep CH now instead of dropping it for TKA. The thing I always hated most about pets as it is now, was the fact that you either had 2 choices when you used a pet. Either A, waste resources making camp kits just to call a pet when you get to the fight (and then setting up camps was kind of a pain anyway because you could be near ANYTHING to use them) or B, travel long distances with your pet out. Now I don't know about the rest of you, but if you try to travel over 1km with a gronda out (or some other equally slow pet), you'll be hating life long before you actually get there, especially if you try to use a swoopbike instead of walking with your pet.


Good job devs, you guys just gave me 2 bits of great news in one day. Hologrinding is about to be stamped out, and you wont need camps to call pets/vehicles anymore.


I do however agree that with this change the devs need to think of some more useful purposes for camps. I think that camps add a great deal of immersion and roleplay to the game and that they should also have actual uses rather than just a cool spot in the woods for your friends to hang out lol. I think that Achilles467 had some excellent ideas, and that the devs should seriously consider some of them.



____________________________________________________________________________
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Djibutul
Tue Jan 27, 2004 6:29 pm
#57

Hey TH,


I was just wondering if there was any thought to making Basic Camp Kits usable by everyone as an alternative to the poke-type solution? Perhaps even only basic Camp kits created by Master Scouts or Rangers...



Djibutyyl


Trystan1969
Tue Jan 27, 2004 7:01 pm
#58






Djibutul wrote:

Hey TH,


I was just wondering if there was any thought to making Basic Camp Kits usable by everyone as an alternative to the poke-type solution? Perhaps even only basic Camp kits created by Master Scouts or Rangers...



Djibutyyl








That wouldn't help. Needing a camp to call the poke-type thing is just as bad. I see camps as an object to call the pokethings. It's like a pokeball holder. If they did that, I would run off crates of camps call "pokeball holder".
mochloD
Tue Jan 27, 2004 7:45 pm
#59

I am a former Master Ranger. I mastered Ranger before TKA and i started the game (week one) with the intention of mastering TKA... just so happened that i found Ranger to be fairly easy. The camps looked pretty but they didnt do a lot. I basically pulled out the High Tech camp because of the wow factor, at that time... not many people had seen a High Tech.


Now (thanks to an evil holocron) im a Creature Handler. Im like (almost love) the profession, i used to hate it. Not having to use a camp to call my pets will be VERY welcomed. Scouts forget that Creature Handlers are Scouts too, we usually just make a basic camp and disband after we pull our pets, we dont need a Master Scout for pet calling, we can do it ourselves. So Scouts/Rangers arent going to be bothered with this change as much as some of them think.


Healing using droids... thats kinda different. Healing in a camp made the basic scout useful in the field. Even if his camp didnt do alot, it gave everyone a central place to group up and heal up. But ill have to wait to see how this goes before i jump to conclusions.


Vehicles... they autostore all the time and its a pain to have to use a camp to recall a vehicle that just went poof on you.


If camps are made more useful like an above poster laid out this wont be a bad thing for anyone.



One thing tho, Cant call pets while indoors.... hmm. So how am i going to get my malkocs inside my guild hall or inside the city hall now? Not a huge issue (hehe) but still, its fun to bring em out inside and make them lay down and do nothing but take up room. Pets wont follow you indoors very well (could make patrol points... that would work i guess) but still, whats the harm of calling pets inside if im not in battle?






mochloD'tmos
Order of Teras Kasi
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~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

3D4D
Tue Jan 27, 2004 7:54 pm
#60

THANK GOD!


I may have a reason to play my Master CH character again...





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Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
CapnKill
Tue Jan 27, 2004 10:00 pm
#61

No no no.. if everyone gets a basic camp kit, then I want everyone to be able to using basic stims.

Snailelin
Wed Jan 28, 2004 12:16 am
#62

Please reconsider this 30 second delay silliness.



It does nothing but add another annoyance factor to the game. It adds absolutely nothing good to gameplay, and certainly does "fix" any "griefs" people are using by calling pets for pvp...which they can't do now, because petts cannot be called in combat.



Maybe we should put a 30 second delay on equipping anything, and also require everyone to always show their most combat effective profession too...so they dont pull and "surprise attacks".



Sheesh.


Snailelin
Wed Jan 28, 2004 12:17 am
#63

read = "does not fix"




Aakhperkare
Wed Jan 28, 2004 3:39 am
#64

Well, I think there should be a combat delay on switching weapons and armor. Heals and everything else has a delay, hell. Even talking does, why doesn't switching weapons and armor.


I wouldn't mind this 30 second wait timer at all. JUST FIX THE STOOPID PET RUNNING BUG!!!!!!!!!!!!!!!!!!!!
SithLizard
Wed Jan 28, 2004 5:53 am
#65






Snailelin wrote:

Please reconsider this 30 second delay silliness.


It does nothing but add another annoyance factor to the game. It adds absolutely nothing good to gameplay, and certainly does "fix" any "griefs" people are using by calling pets for pvp...which they can't do now, because petts cannot be called in combat.






The30 second delay is necessary. Is it an ANNOYANCE FACTOR? Yes.


But if you remove it, then you end up with a GRIEFING-EXPLOIT-ABUSE FACTOR.


Choose!! Would you rather choose to have an Annoyance Factor?Or be left with a Griefing-Abuse-Exploit Factor?




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