Creature Handler Archive
Thread: Creature Handler *TOP 5 ISSUES* (New! September 4, 2005)
Im pretty sure some1 already said it, but it isnt in the list and I didnt read all the replies:
Removal of pet call restrictions is a very important need..... in several dungeons like the DWB for example ur not able to call a pet! AsCHcounts as combat profession, imagine how it would be if the riflemen wouldnt be able to draw a weapon in certain areas! This includes the 15 secs delay on calls ( as named in the list ) and the impossibility of calling a pet during combat too for sure.
... at all a nice list and I hope we get a patch for those issues asap
Excellent List - I completely agree with all 5 issues!
I am glad to find i am not the only CH suffering with the lack of wild spawns, my main income as CH was in taming and mounting non CH pets since the BE low lvl pet nerf. On Farstar at least i have found that it is now impossible to find a baby bantha or dewback - I have spent the last two woeeks searching without success - it seems that it is no longer possible for a new non CH player to obtain a mount unless he is lucky enough to find someone selling one. This situation needs to be looked at ofr the sake of Bio Engineers and Creature Handlers alike.
My top 5 would be
1a. Pet xp should be greatly reduced if not dumped completely. 1b.Growth should be time based not xp based.
2. Seperate the levels in species again as they were pre cu, for example you have 4 different reptilian flyers and ancient, mature .... all of them are with a couple of levels of each other with hardly a noticable difference in ham or dam. The pet level system to date has reduced the number of unique tamable pets not increased them since they are all the same.
3. Fix pets stuck in the datapad, lets fix the conversion process once and for all. Even the pet trade in feature was left broken for years are we going to repeat this with the pet conversion process when calling pre cu pets.
4. Pet specials, many broken, some useless. increase the potency or timers.
5.Vitality must be removed once and for all
Pets not being in groups because they take up slots but don't contribute as much as other players is bad enough, but them ALSO costing group bonus XP is gaurenteed to keep pets out of "real groups".. The CH is left to be his own 4 person group, but getting solo xp for a hunt that is harder than a solo combat prof.
I also like the barn/corral idea.. been thinking that would be kick-arse for a LONG time now.. Not sure if you'd pull in BEs or Architechts, but don't really care.. just have different size barns/corrals with varring numbers of stored pets and let us place them next to our houses.. I think it would be damn cool to be driving across Naboo and see a "farm" over there with a big corral with Rancor and Kreetles and Gnorts and Huurtons all roaming around
Nice list!!!
Far as I am concerned, I should be able to pull a pet a fast as I can switch a ion rifle to a T21.
and I would love a stable.....I'd give up a few lots to have one. Even if it is something like a city structure similar to a bank and every one could use it for animals or droids. It would be fine for me.
This is still an issue, pets take vitality loss in PvP. I remember a while back this was going to be removed, but I don't PvP much. However, when I dueled a friend my pet was incapped and lost 2 points of vitality.
- Ivoe
Ko,
I agree with your list but still feel something needs done for those who were at the Master Level pre-publish 21, with full Data pads.
This Xp grind is insane!