Creature Handler Archive

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

black-eye
Thu Sep 08, 2005 2:24 pm
#53

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






///black-eye - deadly nerfed lizard///
Durath_uk
Fri Sep 09, 2005 5:02 am
#54

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.


LostMyLunch
Fri Sep 09, 2005 9:16 am
#55

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





St-x
Fri Sep 09, 2005 1:48 pm
#56

i myst say it is pretty bitchen



------------------------------------------------------------------------------------------
"You must strike quickly and without hesitation. Like a shark with ADD."

St-x Swanson,
MCH, MR, master of all things ADD.

STX
Savantster
Sat Sep 10, 2005 5:11 pm
#57

Pets (and droids) are being listed as giving "group bonus xp", but they do NOT.. The floaty text is the same with pets/droids grouped as ungrouped.. Grouped, there is the 'message' that you got a bonus, but there is no extra xp granted (verified by checking the unarmed xp gain from each kill.. tested twice now)..

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



(oh, and have them fix their damn forums.. can't post with Netscape, have to fire up InternetExploder to do it )
Savantster
Sat Sep 10, 2005 5:16 pm
#58

Oh, and the timers on call/store need to go as well. If the CH isn't in combat (or expand that to the entire group if you like), there should be no timer. Leave the 15 second is during combat if you are worried about exploits (though, you screw the CH that was without pets out if they get jumped by agro). Personally, I think timers need to go all together.. in combat, you can't store.. will fix the issues as far as I can tell.. the "after combat store" timer is a pain, but liveable since you can hit the next mission, store/call with no delay.. Still, should be reduced to 10 - 15 seconds after combat, not 1 minute.. or removed all togehter with a "no store in combat" check..
DRACORESS
Sun Sep 11, 2005 11:09 am
#59

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.


Travin64068
Tue Sep 13, 2005 6:46 am
#60

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





Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Kontessa
Wed Sep 14, 2005 6:38 am
#61

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!




Hordakka
Thu Sep 15, 2005 10:01 pm
#62

My top issue is covered in Bug Ticket 4158661 and pertains Lighting Reflexes L1 and L2 not changing the def of my pet and agg L1 and L2 not drawing the enemy onto my pet



Hordakka Synn
Fernas
Fri Sep 16, 2005 1:10 pm
#63

Solution: Remove the delay timer on calling pets and reduce the storage timer to 30 seconds following combat. This will enhance Creature Handler gameplay tremendously while not allowing exploits of pet rotation during combat situations.


question about this one. why is even a 30 sec. timer needed? as long as it had a tag saying you can't pull a pet in combat, there's no danger of swapping them mid combat. if i stop shooting someone, but they continue to shoot me, i'm still in combat and can't pull or store a pet. are they saying it would be "exploiting" to pull a new pet before you switch to the next (currently non combative) target? because you can do that now if you want to take the time.


i just don't see the need for any timer as long as a "not in combat" tag is included.



.
Fernas Radiant, Starsider, Eclipse Smuggler
Tyal Eclipse Master Trader
Methorg Aprawi Kettemoor Creature Handler (Retired)

I'm in this for the Experience, not the XP.

Fighters fight.
Crafters craft.
Healers heal.
Smugglers do not smuggle.
Amethyst-Moonshadow
Fri Sep 16, 2005 5:52 pm
#64

yay, they're removing pet call delay timer!


CLICKY ... looks like they listened to our pleas






Amethyst Moonshadow & Zoque Silvermoon
:: Entertainer :: Domestic Trader :: :: Old MCH/12pt MBE ::
Drunken Kimogila Disco & Nightclub (New Justice, Lok)
The Official Pink Rodian of Flurry
Ko-aIri
Fri Sep 16, 2005 10:08 pm
#65



Amethyst-Moonshadow wrote:

yay, they're removing pet call delay timer!

CLICKY ... looks like they listened to our pleas






Nice catch on that one... I'll see if I can pry some more information.



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
Twi'lek Creature Handler / Rodian Dark Jedi Knight / Human Bio-Engineer / Ithorian Shipwright
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Creature Handler Correspondent & Combat Upgrade Alpha Participant
...has been recognized as having an exceptional biography (Ko-a)
...has been recognized as an exceptional soldier in the war (Ko-a, Aosa)

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