Creature Handler Archive

Thread: Top Five Issues with the Creature Handler Profession

CavemanGamer
Sat Sep 06, 2003 4:14 am
#79

/tellpet doesn't work as good as /shout


please fix the range on /tellpet - preferably make it better than /shout.


so in the meantime, I'm still using shout.


CavemanGamer
Sat Sep 06, 2003 4:35 am
#80

The way to fix storage/market issuesis:



  • grant extra storage of level 15 pets only to those who know how to teach the transfer command.


(not by allowing EVERYONE to trade level 15 pets - please don't do that, devs.)



WilyWombat
Sat Sep 06, 2003 10:26 am
#81

RE: Transfer command needed to sell a pet.


I would like to see some idea of what problem is being solved by this solution.


If there are too many tanks in the hands of non CH, then I suggest reducing the level of non CH pets instead of insisting on the Transfer command.


If problem is Master CH does not have enough umph over lower end CH, then how about a ramped system of what kind of pet you CAN sell? Manage1 = sells up to lvl 10, 2 = lvl 15, 3= 20, 4 = unlimited. Fit the numbers you like, maybe include something low level for Novice CH.


A huge part of the FUN (remember that word!) for the CH is selling pets to people. At least gifting them to our friends. Lots of people want pets just because. The lower level people could have lower level pets and they would be really happy with it. We dont have to have a one size fits all universe, a couple of table entries and you are good to go.

Chas_Nova
Sat Sep 06, 2003 10:36 am
#82

Everyone says cap at master is too low, again it comes from the exclusive top end thought process that people have. At 2,2,2,4 the toughest creature I can call takes up 35 of my 40 availble levels. if I was 2,2,2,3 it would be 100%, The taming cap is too high in relation to the max level cap starting at management 3 (when you can have 2 pets.) I am not saying that the rate should double at that point, but it shouldn't go down. (which it does at training 3). If we assumed a 3/4 and 2/3 ratio was ideal for maximun average toughness of multiple pets, then the max total levels at a equal level should be 1.5 times multiple at balanced level3, and 2 times multiple at master. This meshes with most people desire to have 100 max creatures at master, but also makes sense for midrange folks.
General_Reedy
Sat Sep 06, 2003 10:44 am
#83

1. AT-ST's and Master Creature Handler. AT-ST's are basically krayt dragons with a ranged attack, and people with no skill in anything at all can get 3 of them if they just run delivery missions all day for two or three days and are human. WE (Master CH's), on the other hand, can at best have two level 35 creatures, or 3 level 20 creatures. Unbalanced? That's an understatement...



2. Like many have said, Mastering CH isn't really worth it, although it does have a few minor perks (increased max number of pet levels, but it should really be raised more).



3. Again, as many have said, there aren't enough high-level pets for a Master to tame. Heck, we can't even tame anything at our max pet level skill mod (Level 60).



4. I still have the problem of my pets running back to me when I send them to attack something a certain distance away from me. When I heard they finally fixed that, I was excited to get to see my gurreck run some unfortunate Rebel down from a good 60m away. No such luck.



5. Pet warp. Even more annoying than pets storing themselves...when your pets decide to suddenly warp 2375892642640 meters away, whether you're in combat or crafting some meds of which you must waste skill points on because you, a Master Creature Handler, are somehow UNABLE to heal your pets by some other means..You'd think as a master you'd have some sort of knowledge of healing them yourself without needing to take up medic...But that may be stretching it a bit.



Bottom line: Give us krayt and kimo babies (weaker versions, obviously), and increase our freakin' max number of pet levels mod to like 90 or something. Or perhaps make it actually DIFFICULT to get AT-ST's, or perhaps make it so one has to have skill to have one. Total bullcrap that a novice artisan who spent a few days running delivery missions for the Empire can magically have 3 of the strongest controllable anything in the game.



-Rynaurr Rhylin, Thing Commander




_________________
Rhylin, Rynaurr
Call Number: RYN-371
General_Reedy
Sat Sep 06, 2003 10:45 am
#84

Oh, one more thing: Pet vitality..load of crap. I could live with it if it didn't gradually decrease it's total as you use vitality packs, but the way it is now is incredibly harsh.




_________________
Rhylin, Rynaurr
Call Number: RYN-371
Malgor
Sun Sep 07, 2003 1:03 am
#85

Okay I'll bite, even though I agree that the devs don't care a lick what we think.


1. CL 70 at master CH is worthless since a 4, 4, 0, 4 or a 4, 4, 4, 0 can basically do the same stuff. Master CH needs a CL level of at least 100, I would say 120.


2. Pet storage. I whittled down my pets to 16 from 28 with the impending nerf, then to find out you weren't going to take them away, you just couldn't get more, I was, needless to say, very upset. It was asked many times what would happen to those of us exceeding the 16 storage limit, but absolutely no communication until we get patched and the patch notes. Since I am a master CH having 16 stored pets is way too low if I am to provide pets and soon mounts to the masses.


3. Baby variety for the master CH. There is absolutely no variety past CL 35ish. We need pets that can be from 50-70. An AT-ST is CL125 and the child imps that own them can have three of them out and a CL 50 pet if they are a CH. This has been a direct slap in the face since you nerfed us from three level 50 pets. Along this same line make it so BEs can create any creature in the game, they should be able to get sample DNA from any creature out there and be able to make that creature in their lab. Why would they have the technology to create just some creatures and not others?


4. Nice fix on the pet warping thing - not. Fighting tonight, after said fix, my pet warped 4530 meters away. Yes this wasn't where I spawned him, it was, I'm guessing, BFE. Fix this so if a pet ever gets more then 100 meters away from you he warps back to you. I don't want to chase my pet across the zone.


5. Give back experience to Medics for healing pets. There was no reason to take it away, except for those getting experience healing their own pets (I am assuming you thought that was the exploit). Make it so medics/doctors/combat medics get 1/2 the experience from healing pets that they would a player, and no experience for healing their own pets. Make it so they cannot get experience from healing pets or players in a duel.





Kelso Aita
Master Scout - Master Creature Handler - Master Pistoleer
Anack Sel-Lock
Master Medic -Master Bio-Engineer - Master Doctor
:: Kauri Server ::

Rebel_Rob
Sun Sep 07, 2003 10:21 am
#86

CREATURE MISSION TERMINALS ARE A MUST, WHY DONT WE HAVE ONE, EVERYONE ELSO DOES!!!!!

MORE BABIES!!!!!


HIGHER MASTER CAPACITY, MAKE IT WORTH MY WHILE TO GET THERE!!!!!!!


MAKE ALL PETS KEEP UP WITH YOU, IT GETS REAL OLD WHEN I GOTTA STOP AND RECALL MY PET!!!!!!

LAST BUT NOT LEAST!!!!!......


ALLOW NOOB CREATURE HANDLERS TO WEILD A KIMOGILA!!!!!!!! AND RANCOR.......AND .......GURREK.....AND GREAT PLAINS STALKERS.........AND FRENZIED GRAULS....

1 more

....WHEN MOUNTS COME INTO PLAY.....

I WANT A 1970 CHEVY CHEVELLE LS6 SS 454!!!!!!!


ok got that..........please.


at least do the chevelle part ok, I WOULD APRECIATYE THAT!



OH


and thx for fixin commando's btw
ch/cmdo= unstoppable




---------Chevelle-SS Welcome death with open arms Pipo Do'Fey---------
Never run from its brutal smile




Xenothaulus
Sun Sep 07, 2003 11:21 am
#87

Ghostlion
Sun Sep 07, 2003 12:15 pm
#88


  1. MCH cap too low. All the good reasons have already been given, no reason to parrot them.

  2. Tell the Devs to make up their minds. Are we a stand alone combat class, or are we a merchant class that needs a secondary combat class to survive in the wild? I'm tired of being some wierd amalgam. I would drop my pistoleer skills in a heartbeat if CH was a viable combat class on par with Pistoleer and TKA (or whatever) Give us some CH only weapon certs or something. Rakes (claws), whips, flails, power guantlets (power fists/power claws/lightning claws for those of you 40k fluent)... Heck, slings, arrows, or blow-darts. Quit making us have to dual class with a real combat profession.

  3. Pathing and AI. How about actually fixing the pets stopping at zone lines instead of putting a cut lil' ol' bandaid on it with the /tellpet. I like /tellpet and all, but fix the reason you implemented it. I haven't had my pets auto-store in a while. This leads to my next issue.

  4. Pets don't auto-storewhen I am disconnected.If I am booted out of the game, crash to desktop, or am rebooted by SWG (Yes! it does happen. No other game or program reboots my computer, but SWG does. Not only that, but it resets everything to default. kills my quickbars and everything :/ ) and I come back, any and all pets I had out before I was dropped/booted are still hanging out waiting for me to come back and store them. They stay out for a very long time. One time it took me several minutes to get back on and my pets were still standing there waiting on me. How long do they stand there waiting to be murdered? Speaking of that, I've seen lots of pets just hanging out lately aggroable to anyone. If I didn't know any better, and were the type to attack everything that moves (like so many players in this game) I'd be offing pets left and right and their poor owners would be logging back in to find poor little fluffy lying ina heap because of some retard that can't go 50 meters without shooting some defenseless animal. (Once again, I have friends like this. They put me on /follow when we are heading to missions and kill anything in range that we pass)

  5. Raise our maximum number of stored pets. If the devs insist on leaving us some sort of merchant combatant mutation, then give us a stock room. If you think that makes us too powerful, then give us 16 slots (at master) for creatures lvl 16 and up, and 50 (or something) slots for creatures lvl 15 and below (after we reach Management 4 perhaps) At that point, having 50 CL 15 pets wouldn't help us much except in the sales department.






Kageboushi Sukauto - Elder Creature Handler - Captain of the YT-2400 "Jolly Roger"
N
Now... Give us some more piratey ship textures! We want skull and bones textures for privateer pilots! ... I do, anyway.
Shin_Shodei
Sun Sep 07, 2003 12:17 pm
#89

ooo i like whipes.. novice ch should get this =D with like a 10m attack span.. thats honestly realistic.. heh




Rijin Shodei - Naritus - Dark Jedi Master (Active)

"The Dark Side of the force is the path to powers that some may consider..unnatural.."

(////////////////////////////////////°[Ì██[[[[≡≡≡≡≡[F]]]█
Malgor
Sun Sep 07, 2003 12:39 pm
#90






Nell2ThaIzzay wrote:

"Credit for faction when pets make kills. We get credit for everything except rebel/imp faction."


Wrong.


I already get credit for my rebel / imperial faction when my pet makes the kills.






How nice for you. No one else does.




Kelso Aita
Master Scout - Master Creature Handler - Master Pistoleer
Anack Sel-Lock
Master Medic -Master Bio-Engineer - Master Doctor
:: Kauri Server ::

Malgor
Sun Sep 07, 2003 12:43 pm
#91






LordPriest wrote:

However there is anincentive of being Masters CH that many are overlooking.


Who's going to train the pets to become mounts? It isn't going to be those with Training 4. Yes it would be nice to see an increase in our pet control levels, but personally I've always believed one Rancor was enough to keep a Master CH busy to keep under control.Issues regarding AT-STs are for another Board, not this one.



No, you don't need to be a master CH to do this, you just need Management IV.




Kelso Aita
Master Scout - Master Creature Handler - Master Pistoleer
Anack Sel-Lock
Master Medic -Master Bio-Engineer - Master Doctor
:: Kauri Server ::

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