Creature Handler Archive
Thread: Creature Handler Issue/Request List (Sept. 2004 Revision)
lund0529
Tue Sep 28, 2004 10:29 am
#80
Idea: Institute stable structure and allow for hybrid pets as babies that could be tamed. Male and female of same body style could interbreed creating unique (and sterile) CH pets.
EchibMaverick
Tue Sep 28, 2004 11:34 am
#81
One thing that I would like to add, that i didnt see is
High end uber pets level 60+ should be wild pets only BE's should not be able to make them.
CH's should have something better than BE's, right now BE's can make any pet better than a CH can find
High end uber pets level 60+ should be wild pets only BE's should not be able to make them.
CH's should have something better than BE's, right now BE's can make any pet better than a CH can find
Yonsalot
Tue Sep 28, 2004 12:30 pm
#82
Well I have been out of the posting for a while I guess, but perhaps I missed it.... I have really become attached to the Bile Drenched Quenker. I have seen just 1 take out an entire Lair of Giant Sludge Panthers, while a couple of Rancors got their rears handed to them.
Has anyone seen such laudible results as this?
Verser
Tue Sep 28, 2004 3:28 pm
#83
Thanks Tiggs for letting us know you're there. I can speak for many in the CH community when I say that we truly appreciate it, albeit the occasional poster who has an 'auto-flame' on red names.
We understand that you all are quite busy on JTL, Combat Revamp, and hot-fixing. Just keep us in mind
, please.
Message Edited by Verser on 09-28-2004 03:29 PM
NodozeHyde2
Wed Sep 29, 2004 12:42 am
#84
Hello all... I think that your efforts are a wonderful thing.. .keep them up. Back in july 03 when I started playing, I really looked forward to creature handler, after mastering it, I found that it wasn't nearly as strong towards PvE that i had hoped. I hope that you guys get what you want... so one day I can come back to the proffession and have some fun with it.
DavidSachs
Fri Oct 01, 2004 7:39 pm
#85
I am a new Creature Handler and have noticed the following problems.
1) There is no "Heal Damage" option in the radial and Group pull down menus for Pets (I have the appropriate Medical skills and items)
2) I am unable to milk a (fully grown) pet Cupa, even though I can milk a wild one.
3) I am unable to train a grouped pet from the Group pull-down menu, though I can from the Pet's radial menu.
Travin64068
Tue Oct 05, 2004 4:04 pm
#86
I always thought that a grouped pet should respond to commands given in GroupChat. This would eliminate quite a bit of spam in combat. Plus the /tellpet never seems to work for single letter commands.
- Ivoe
Wilhelmrock
Thu Oct 07, 2004 11:12 am
#87
Hello Ive been a master Ch for about 14 months Kauri server.
And i had a though on breeding pets.
As a Master CH you would think that you could actually breed creatures.
Male and Female. a long period of time get a new creature of the type with better stats maybe? Anyone followin me on this? better states better resists maybe more ham less ham? Anyone?
Yonsalot
Fri Oct 15, 2004 5:44 am
#88
Very nice post Falacy
It looks like you have laid out a very nice plan, but will SOE or any of the Devs act on it? I find it hard to believe that they would refocus their efforts though until after the release of JTLS.
This is an issue that could and/or should garner much support...
falacy
Fri Oct 15, 2004 12:29 pm
#89
Make Mounts Useful, Vehicles modular, and Race Tracks provide statistics (such as fastest Bantha Rider, etc).
Plain and simple, mounts are useless. Make both BE & CH mounts faster and modifiable. Same with vehicles. As it stands, all vehicles are made equal: euqally fast, equally shaped, equally LAME! Quite a lot of people enjoy modifing vehicles (and training animals), to make them faster, louder, meaner, quiter, stonger, smarter, etc. None of this is possible in SWG and that is flat out sad. All we need to make mounts and vehicles better is this:
Plain and simple, mounts are useless. Make both BE & CH mounts faster and modifiable. Same with vehicles. As it stands, all vehicles are made equal: euqally fast, equally shaped, equally LAME! Quite a lot of people enjoy modifing vehicles (and training animals), to make them faster, louder, meaner, quiter, stonger, smarter, etc. None of this is possible in SWG and that is flat out sad. All we need to make mounts and vehicles better is this:
- Modification Module (Holds 3 Power-Ups - stats are stackable) - simply drop power-ups onto this, then drop it into your vehicle or animal. Of course, you can't combine vehicle and animal power-ups into one Modification Module.
- Power-Ups crafted by Bio-Engineers, Artisans, and Shipwrights that provide bonuses to stats and atributes.
- Lessons (animal power-ups) created by Creature Handlers by performing sequences of commands on animals. The harder the commands and the more in the sequenceand the higher level the creature, the better the lesson power-up will be. Lessons will provide bonuses to a variety of stats, as well as'per use' commands that the animal may not know.
- Make the slowest animal mount as only 4m/s slower than the slowest vehicle
- Add flying (hovering between 10-25m high) mounts and vehicles
- Have some cool lootable power-up crafting compents and lesson plans
Lessons
Animal power-up crafting ability, gained in the 'Creature Training' skill line of the Creature Handler profession. Quality of power-up is based on the level of animal used (and the animalsatributes), as well as the number of commands in the training seuqence. Experimentation is accomplished by playing with the order that commands are given in (up to 50 commands in a row at Master, for a total of 6545 possible combinations). The out come is a limited use schematic (Lesson Plan) in the datapad for an item that is craftable in a General Crafting Tool or an Equipment Factory.The skill called 'Retention'is how manypower-ups that can be crafted from each lesson plan schematic. And, the skill 'Lesson Sequence' is the maximum a commands a trainer can give his pet in a row while making a Lesson Plan. Once crafted, drag and drop onto animal in datapad.
Skills Tree:
Novice: N/A
Creature Training I: +10 Lesson Sequence, +5 Retention. (Each scematic makes 25 uses)
First Level Lesson: Requires 20 Meat, 20 Bone
Creature Training II: +10 Lesson Sequence, +5 Retention.(Each scematic makes 50 uses)
Second Level Lesson: Requires45 Meat, 45 Bone
Creature Training III: +10 Lesson Sequence, +5 Retention.(Each scematic makes 75 uses)
Third Level Lesson: Requires 50 Hide, 10 Chemical
Creature Training IV: +10 Lesson Sequence, +5 Retention.(Each scematic makes100 uses)
Fourth Level Lesson: Requires 30 Wood, 20 Water, 20 Chemical
Master: +10 Lesson Sequence, +5 Retention.(Each scematic makes 125 uses)
Fith Level Lesson: Requires 50 Evergreen Wood, 20 Tatooine Water, 20 Chemical
Total Skills:
+50 Lesson Sequence
+25 Retention
How-to Make a Lesson to use or to sell:
1. Pull out your favorite pet
2. Use your radial menu and choose 'Teach > Lesson Plan'
3. Give your pet a series of commands (as many as you like, up to your max LS)
4. Use your radial menu and choose 'Teach > Lesson' again, to end.
5. You have now successfully created a new Lesson Plan in your datapad (you can fail this)
6. Open your Generic Crafting Tool
7. Choose your desired scematic from the Lessons tab and create a single lesson! No experimentation or failure happens here.
8. You have now created a single use Lesson!
- Alternate 6. Add your desired scematic to your Equipment Factory
- Alternate 7. Add your resources to the input hopper and start manufacturing.
- Alternate 8. You have now createda factorycrate of Lesson!
Madhi
Wed Oct 20, 2004 4:28 am
#90
Vertexon wrote:Ability to carry items on mounts (using them as 'pack animals' as seen in the films)
Message Edited by Vertexon on 09-13-2004 03:44 PM
yeah i'd like to have a fambaa with a shield generator on top
LamiaAcerbus
Wed Oct 20, 2004 12:09 pm
#91
I have always been a creature handler and before the game was released the aim was to be a creature handler, after a 5 month or so break in the middle I still not mastered it as I am just plodding my way slowly through it and not grinding, still have 3 more boxes to go and I will finally get master!! 
Anyways, this is all about issues and I havea couple that really get to me while out and about with my little ones. When hunting humans usually tends to be the rebel medics that do it the most. They run away from my creature and ofcourse my creature follows and they run so fast I barely keep up, which is okay however the problem is they can run to over 200m away and once they do thats it pet is gone and wioll not come back...so you have to wait for a while before you can store your pet and then call it back again. (which is really bad when you have no combat skill and still have 2 rebels chasing you) I would like to see it that a pet will always come back no matter the distance it has travelled.
The other gripe is the guard command it works great when you want it to, hit guard and voila if you are attacked it will chase whatever looked at you funny. The problem is you cannot remove it without storing it...there have been occaisons where I am running by a crowd of things that like to shoot you and ofcourse you get aggro and want to keep running, instead what happens is your pet runs off to attack it...which is fair enough so you have to chase it, call it to follow you and leave it alone and run away pressing follow like mad so it does not run back and attack. However you get to a point far enough away and it runs back and attacks one of them again...which gets really frustrating as I was doing this backwards and forwards for 20 mins trying to get ppast a group of zealots. Which was just not what I needed at that time...so what I would like to see is an option to disengage guard or rather have a command that lets a pet follow you and ignore anything that attacks you so you can both escape alive.