Creature Handler Archive
Thread: Time for a new Top 5 list... need input!
Message Edited by rainfinder on 08-22-2005 10:45 AM
Message Edited by rainfinder on 08-22-2005 10:48 AM
The only Real problems with Ch at least that bug me are:
1. I wish the pets grew Naturally, The attacks/abilities are cool and they are nothing horrible to grind, but I think that for me(trying to raise mounts to sell) really sucks when they dont grow over time.
2. Mounts attacking again would be great.
3. The lair problem everyone is discussing really does suck...
4. Call times
5. Even tho pets are nice with health and decent damage the fact that they can't think for themselves makes them vulnerable, sure they do the small defensive attack, but some specials would be nice if the pet could have some ai to lead itself with damaging the other player.
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More!
6. PVP: better on this how? I don't know... a combo of some of the stuff I said, and... stuff ![]()
7. CL 80 pets controllable.
8. Bio-Engineered Problem****** I boughta Klik Nik the other day that said it was lvl 15 10k health 200-210 damage(I knew it was either pre-cu or forced low lvl) So I call it teach it everything and stored it, then I tried calling it and had to mod its lvl. Well now I cant call it at all even tho it only lvl to 67. -[{ PST if you have had this problem}]-
9. CH Aggro is a definate problem.
10. I want a new planet for CH's I feel like you've done one exceptionally good change with the new system, but I would like a CH's paradice(wouldn't we all?)
1) Pet speed should be increased so that all pets can keep pace with a CH riding his mount.
2) Either allow us to use basic marksman specials while mounted OR eliminate the mount slow-down in combat.
3) Pets should not count against the eight member limit on group sizes.
4) The new training window is a pain. Once opened,make it stay open until the CH closes it manually.
5) Fix all the bugs with pet specials and taming.
it does now for me. the part that isn't obvious is that when your pet doesn't understand you, it's still open in the background, the pet is still trying to learn what you were trying to teach. so whatever you say in spatial next counts as the command. this caused me some problems before i finally figured it out hehe. but if the training does work, the window comes back for me, not sure why it doesn't for you?
Dreetham wrote:
4) The new training window is a pain. Once opened,make it stay open until the CH closes it manually.
I could'tget my list downto only 5, but here are the things that most concern me (in no particular order):
- Call Timers... especially since the call timers have been removed from vehicles. We should also be able to call our pets inside NPC structures.
- Learning abilities from pets takes way too long. Either reduce the amount of xp required or increase the amount that pets gain (or both).
- Pet Maturity Level should be visible when examining the pet in the data pad... as should all the stats for wild pets that are visible for BE pets.
- Pet xp gains. We need some better means of seeing the amount of pet xp our pets gain instead of having to keep checking the data pad.
- The pet abilities window (/train) should sort the abilities to make it easier to see which abilities we have learned. I also liked the suggestion another poster made to make it a table instead of a list.
- Pet growth should be seperate from maturity level and pet size should increase by time instead of having to grind the pets. This would allow non-ch mounts to grow to full size without having to grind them.
- Pet storage needs to be increased... both for CH and non-CH. Anyone can have 5 droids, a non-CH should be able to have 5 pets... especially with the quest pets... and a Master CH should be able to store a LOT more than 22 pets, especially since we have to grind pets we don't want in order to learn the abilities, and then grind the pets we want to keep in order to train the abilities to them.
- Pet speed. Pets move way too slowly. My pets should have no problem keeping up with me when I am on foot... instead I have to keep stopping to wait for them to catch up with me. I have also noticed that sometimes they are moving slowly because they are walking sideways instead of straight.
- Broken and missing Abilities. Too many of the new abilities just do not work.
- Mounts should not "slow down for combat" (especially since we can no longer engage in combat while mounted). I found the "slows down for combat" annoying when we could fight while mounted, it is beyond annoying now that we cannot.
- Grouping. Pet should not count against the 8 person max for grouping purposes.
- Taming is way too hard. My Master CH Wookiee wears +25/+25 taming clothes, eats Almond Crunchies and still often has failure after failure when attempting to tame high CL babies.
- Bugs.Especially the "Can't tame" and "No pet xp" bugs. There seem to be several "can't tame" bugs. Creatures sometimes spawn as babies with Tamable: No and sometimes with no information at all when examined. Then there are the all too frequent occasions when pets simply stop gaining xp and have to be stored and recalled before they start to gain xp again.
- Commands not obeyed. I get so tired of having to spam "follow" because my pets stop moving when I want them to come to me. Pets attacking lairs goes in this issue.
- Max Pet Level. I too would like to see this changed to CL 80 (and allow BEs to Sample up to CL 85).
- Proffession Quests. I think all MCHs who can go to Kashyyyk should be able to do the CL 65 Varactyl quest (and yes, I got the DD so I was able to do it myself).
- CL 10 Non-CH BE Mounts. Ok, this is more of a BE issue than a CH issue, but I do think that the CL 10 BE Mounts should all grow large enough to be made into mounts as they did pre-CU (and they should get big enough to be made mounts even if owned by a Non-Ch so we are not stuck leveling them for our customers).
At first thanks to Ko-aIri for setting up a new Top-5 Issue List.
I think there are some things the whole CH Community badly wants. So here are my list....i couldn't set it down to 5, but i try to list the points in order of importance to me.
1. Pet Storage - We badly need more Storage!! 22 slots for pets are pretty less. There are some strong reasons for more storage. With the new abillities you have several useful combinations you could train to pets. You need slots for taming new pets to learn abillities from them. As a MCH you could call double or triple set of pets...so it would be nice to have 1 or 2 sets of such pets. There are different mounts/questmounts, which take up storage. As a MCH you should be able to take pets from other players to mount them, train them, teach them abillities (new kind of business for a MCH!!)...so therefor you need also some slots. And of course....i think most CH are kinda collectors
I think the CH profession isnt much a combat profession at all...more like a fun profession. Everyone of us love his pets and collect those one he likes most. If you put all this points together, then you come to the point, that 22 slots are too less. Every other profession...combat or crafter, could store some much stuff regarding to their profession (weapons, armor, crafting stuff and so on).
There are 3 ways of increase the Pet storage. I think the best way would be to double the datapad slots up to 44 and just double the slots you get which each skillbox of the CH profession trees. So Non-Chs get also the possibility to hold more pets. The way of increasing the pet storage due the corral plan or the possibiliy of redeeding the pets are also good ways, but i fear, that it is to difficulty to put such big changes live in the next future...the devs would not set such big changes to the top of their "To-Do-List". So the way of increasing the Datapad slots would be the easiest way.
2. Remove of the Call Timers - I think there is no need of a call timer and the store Timer should be reduced to 15sec. Especially while you are in a group and doing missions, it is a pain to call and store pets, while the groupmates have to wait.
3. Max-Level of Pets - I think the max level should be set at 80, like every player character is too. A level 70 pet doesnt stand a chance fighting a level 80+ mob and i think a CH should have the possibility to fight also HighLvl Mobs/NPCs. So set the max-lvl to 80!
4. Taming of High Lvl Mobs is too hard - Im playing a CH Wookiee and im using +25/+25 taming clothes, Crunchies, JawaBear, Taming Skilltapes (not really know if they work) and i have to take 10-20 attempts to tame a lvl 60+ creature. This is absoltly to much. I see the need of more attempts while taming a high CL creature...but not sooo hard!
5. Pet Speed and Path Movement - I think the speed should be increased like it was before the CU. It is a pain if you walk a longer distance and you have to wait for your pets. Also the Path Movement needs a tweak. Pets doesnt should stop to follow their master.
These are the points which are absolutly necessary imho.
6. XP Reduction - I personally have no problem with the XP. But i understand, that for many casual players the way of gaining xp for learning abillities, level up pets to let them grow and train them is a way too hard and too long. So the XP which is necessary to level up a pet should be reduced or the XP which a pet gain should be increased
7. Visible Maturity Level - Make the ML visible when you examine a pet in the datapad!
So this is my list.
I hope everybody understands my bad english /blush
no, timestamp on his post was 5 minutes before mine, so i was trying to figure out if he had a bug or something. but yup the old way was really annoying and i like the change
greywheel wrote:
KMad wrote:
it does now for me. the part that isn't obvious is that when your pet doesn't understand you, it's still open in the background, the pet is still trying to learn what you were trying to teach. so whatever you say in spatial next counts as the command. this caused me some problems before i finally figured it out hehe. but if the training does work, the window comes back for me, not sure why it doesn't for you?
Dreetham wrote:
4) The new training window is a pain. Once opened,make it stay open until the CH closes it manually.
I believe Dreetham, made his post before this change made it to live. Originally, the window did not reopen.
McZimmi wrote:
well as everyone already metioned stuff like timers and pet lvl's and so forth, i would like to point out a problem i am having with be pets. petskins are supposed to be fully grown after 10 xp rollovers but a lot of be pets, im speaking about cl10 mounts as i get a lot of requests for non-ch mounts, do not grow big enough even to make the mount size and if they do a dewback is smaller then it used to be. ppl are expecting a nice and fully grown mount to come back to them and i had to tell some that the pets are not big enough, so i wasted my time in raising it and they wasted their credits for buying the thing. i dont know if anyone else has had the problem but this is really starting to be a pain.
This issue was part of my number one problem for the very reasons you mentioned. As a BE/CH, it hurts my most prominent customer base (Non-CH mounts are SO popular) which hurts my business/income as a BE, but as a CH I see it as a HUGE inconvenience. We already have a gazillion "other" pets in our datapad that we are trying to learn abilities from PLUS our actual pets we are trying to develop PLUS now every Non-CH in existance thinks it's our purpose in-game now to only worry about leveling their Non-CH mounts for them. As if we have nothing else to do now that we're busy trying to mature our pets and learn new abilities. I find that I just don't have the time or patience to level Non-CH pets as mounts for people if I want to get anywhere with my char or my pets. I think this is a slip-up on the dev's part and the effect it'd have on EVERYONE (BEs who are losing business, CHs who shoulder this responsibility now, and Non-CHs who are unhappy about their mount or lack thereof) was not thoroughly thought through before implementation.They need tofix BE pet sizes so they're big enough (since BE'd pets never seem to get as big as wild ones, either) or give the ability to the Non-CHs to get some sort of maturity for Non-CH pets. Personally I think the whole size change is way off and NOT realistic at all unless it's put back to letting pets grow as they age, over time. Putting it back to letting pets grow in size over time would solve a lot of these problems.
2. Pet speed is a little better, but I would like to see ANY pet able to run with us at all times - and keep a slight distance from us at all times too. This works fine in other games, so I don't understand why it can't in swg.
3. ALL these new abilities should work please. We work hard enough to get them, so would be good if they all worked and we saw some sort of stats on examine to show us they are there, and they have improved our pets.
4. Pets are behaving better now than they did post-CU generally - so tweaking that up a bit so we have instant acceptance of commands, please. Not having to spam "heel" to break the last command.
4. MORE SPACE in datapad. Now that the system demands we tame far more babies than ever considered before, and some of those babies are so high they take forever to learn their abilties - we should have more space to add those babies. 30 spaces would not seem too many, 40 would be great. or a method to take those pets out of datapad and store somewhere. I cannot see the reason for limiting us to small numbers as we can still only call out 3 at once.
5. Yes - raise level of cl to 75/80. for masters. It's a dream I know. But to be honest - with the advent of pet specials (those that work) we might be considered to be overpowered if we have those and a higher level pet, and then we will be nerfed again. No one wants that - so my first four points are my absolutely must haves.
5. Alternative 5 - all pets should grow to their wild skin size. Solve the problem of mounts from now on, and for those of us who don't like out of proportion BE pets.
Message Edited by OddWan on 08-24-2005 05:51 AM
1.) PET VITALITY LOSS : originally when they put this in the idea was that weapons lose condition so since our pets are our weapons they should also lose vitality (makes sense). However since then pets have become quite different from weapons. Example I don't see anyone else having to spend hours leveling up there guns. Second weapons have anti decay-kits so you can pick one weapon and have it forever. Considering the time it takes to level a pet and the fact that there is no way to preserve even one of them I would like to see vitality loss removed.
2.) REMOVE PET TIMERS : weapons don't have them nor should we. The dayswhen this was needed in the game because CH's PVPing could pull out three rancors all of a suddenthat would destroy everything are long over.
I agree with this one 100% - very good point!
VoodooVelvet wrote:
1.) PET VITALITY LOSS : originally when they put this in the idea was that weapons lose condition so since our pets are our weapons they should also lose vitality (makes sense). However since then pets have become quite different from weapons. Example I don't see anyone else having to spend hours leveling up there guns. Second weapons have anti decay-kits so you can pick one weapon and have it forever. Considering the time it takes to level a pet and the fact that there is no way to preserve even one of them I would like to see vitality loss removed.