Creature Handler Archive

Thread: Top Five Issues with the Creature Handler Profession

Erishio
Tue Sep 09, 2003 8:31 am
#105

jadegrief - hold on let me get my foot out of my mouth. Thanks, for some reason I thought guard meant for an area only. Will try and see what happens. Thanks again.
Ztif
Tue Sep 09, 2003 11:55 am
#106

After reading all these replies I think my favorites are:


1.A CH mission terminal


2. Selling pets with a vendor (we could have pet shops!)


3. Increasing pet storage (if there is to be no vendor)


4. More high level babies


5. A better way to know what pet you can tame at your current level.




__________________Z'tif___________________________________________
-Hell Star Legion-
XackAttacK
Tue Sep 09, 2003 4:22 pm
#107


  1. MCH's need to be able to have their max CH level to be higher; maybe somewhere around level 80 (yeah, I could have a Rancor and a Graul out, but never the less - MCH's need more incentive).

  2. MCH's should be able to teach their pets 1-3 more NEW commands.

  3. MCH's should be able to have a decent maskscent skill mod.

  4. MCH's should be allowed to have a much higher pet storage limit (from +14 to maybe 20-25+).

  5. MCH's should (not should, but a possibility) be allowed to have the ability to sell their pets on vendors.





What do all of them have in common? It's all improvements for the MASTER CREATURE HANDLER!!! MCH needs more incentive. That is all.


-Xack "MCH is just as good as Novice CH with 3/3/1/4" AttacK


Armok
Tue Sep 09, 2003 5:50 pm
#108

Here's my list:


1) The CL of Gurreck and Giant Sand Beetle are no longer accurate after removal of AR2. Please adjust the CL downward or boost the stats.


2) AR2 creatures being gone entirely. I agree that they were too powerful for their level, but this reflects a problem with the way CL is calculated. Please bring the babies back with a boosted CL.


3) Storage. I understand that the game was made to impose restrictions and force decisions, but 16 is too tight. The best suggestion is to allow CH to leave some pets at home. This would still prevent CH from having more than 16 creatures available at any given time, but would provide some flexibility for different missions (taming, PvE, PvP).


- Armok Labo (Corbantis)

Kirman
Wed Sep 10, 2003 7:25 am
#109


1- more emphaty with our pets. More roleplay with them.


2- Training is ridiculous. A more time consuming, best exp if necesary, and interactive training will be better.


3- Trained pets moving free in houses and camps and anywhere at your order. Playing with other pets, not statues like.


4- CH not thinking about pets only as powerful weapons. Pets are something more deep. My pistols are only weapons, my pets not.


5- And please, fix the BE. Make the Dependeability stat do something.


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6- Sorry for my bad english. I hope nothig is misunderstanded


Kirman

TadPrime
Wed Sep 10, 2003 8:21 am
#110

OK, here are my thoughts for CH mods. BTW, I amcurrently 1114 (almost 1214) because I wanted to have dual pets and then I needed to grind out Manage 4 to give a friend her Cu Pa.


1. Storage - Although I may never feel like there is enough, more would be nice. With growth time and healing time we have quitea bit of our allotment tied up with downtimed pets.


2. House display of Pets - I really like the idea of a pen (using additional lots) for CHs or some kind of cage/habitat for placing in houses for temporary storage. I would LOVE to have a pen attached to my housethat my pets could wander around in! Alternately, the ability to covert pets into items for display in houses would be an acceptablesubstitute. Maybe with a "plaque" function so people would know this was beloved Ron, retired after injuries sufferedduring a life of good service. (Ron was the very first Pet I tamed, whenatinyBull Ronto was actually the first baby I came across as a newly minted Novice CH (pre-patch, natch) and he is still in my DataPad.)


3. Master perks - I am planning on going all the way to Master, but that is mostly because I am sticking to the plan (dag nabit!) until I complete it _then_ I will look at options. But, with how things currently are, it does seem like CH Master needs a bit of oomph behind it which is currently lacking. I think the 70 cap is a bit low, but doesn't need to be raised all that much to bea lot better. Personally I like the 99 cap which prevents 2 Rancors, but still gives you a Rancor and another impressive critter or a couple flanking/harassers. Yes, I actually do think a Master should be about 2x as effective as anyone who has only goten to 4 in three of the columns. Likewise, it would be nice if Masters got some really nifty Pet commandslike Fetch (currently only really useful for corpses, but I would eventually hope for a craftable play-ball) and specific HAM targeting attacks.


4. Ranged Attacks - There really needs to be a command to specify that pets with ranged attacks should use them in preference to running into melee...


5. CH differentiation from Non-CH with Pet - This is oneI have a lot of thoughts on, but I am only going to put in the coherent ones. I'm using Cyan since things ran a bit together, but weren't long enogh for separate paragraphs... Idea 1: I think a Novice CH should be able to handle more pets levels than a Non-CH. Maybe not a lot, but even bumping Novice up to 20 would help differentiate them from the masses. Idea 2: While I do not think that Pets of Non-CHs should have commands removed, I do think that Pets used by Non-CHs should not be as effective as those used by a professional. Yes, Fluffinator is trained to attack on command, but to get the most out of him you need tobe trained inthe proper way to use and care for him. I'm not thinking of a big change, just 10% or 20% taken off of things like attack, damage, and trick/food effectiveness for Pets being used by a Non-CH. Idea 3: Allow BEs to make a "growth inhibitor" med that stops Pet growth temporarily (for 2 or 3 growth cycles) which would allow a CH to keep a pet within a specific CL range (either to keep the pet within the usable range, or for a specific tactical pairing).



Well, that is my wishlist.


Have a good day.


-Tad







TadPrime - Qyx Wych of Scylla

Aping Jounville Blackferne's sig since 10 Feb 2004.
Rychean
Wed Sep 10, 2003 7:19 pm
#111

Just about every game I've played I find one class that seems extremely intriguing and then someone comes along and beats it to death with a nerf stick. For example Hunter in DAoC and now CH. All these ideas have large merit and deserve to be looked at. With that being said my five pretty much mirror the other ones already posted. Well with the exception of my idea of humor.


Bring back the babies.


Pet Storage


Make MCH mean something.


Bring back the babies.


BRING BACK THE BABIES!!!!



Keywin
Thu Sep 11, 2003 8:46 am
#112

I would just be happy if they would fix the skill enhancers for + Additional Pets and the taming bonus ones. That would help alot.
Shaelexa
Thu Sep 11, 2003 11:56 am
#113

I'm a master CH that's prone to lurking on these boards since you guys always manage to say what needs to be said. Kudos to all of you! =) On a whim, I'll put my top five concerns with CH:


1. BABIES!!! Variety is the spice of life and I'm bored to death with rancors, gurrecks, and gaping hunters. And I don't dare call my arachnae or frenzied grauls. I only wish I had the half-a-dozen other creatures I missed out on because this was a stealth nerf. I hate feeling left out as I'm sure many newer CH's do. On a side note, more tamable BE creatures would be nice too, and a boon to BE's as well.


2. STORAGE!!! Again, variety is the spice of life. I have done nothing with CH lately because of these two nerfs. Are droid engineers destined to be completely useless? Even if droids couldn't fight, I bought them for pet storage. *Sigh* Oh well...


3. Max CL level of 70. I haven't called three pets in over a month. Boy, I sure do feel proud to be a master CH. Especially when my one rancor's incapped on the third or fourth lair on Dathomir or Endor. I feel REAL over-powered then. And I'm in a group, by the way.


4. The fact that most CH commands suck never really bothered me until I read some of the suggestions for new commands on these boards. Perhaps we could see other commands tweaked/replaced like "release" was? Similarly, Enrage/Embolden could use re-vamping as well.


5. Hmmm, a fifth one...not being able to call pets in combat? *Shrugs*


Anyhow, that's just my two cents for our correspondent. =)

Vertexon
Thu Sep 11, 2003 2:01 pm
#114

Thanks for the feedback everyone! Lots of good ideas in here. So many, in fact, that it's been challenging try to cram them all into five bullet points. I should have acompleted reportready to go very soon. Here are some of my early notes, just to let you know what's on my plate:


- More pet storage (either a "stable" structure, storage in normal houses, bank safety deposit, or just datapad).
- Make MCH mean something (more power, unique commands, more storage, adjusting stats of low-level saleable creatures).
- Bring back/add more wild babies.
- Ongoing pathing/warping problems.
- Vitality concerns. Perhaps a proactive way to protect pets from decay, like pet insurance or limited "protection flags" earned from CH skills.
- The ability to sell pets on vendor/bazaar.
- Make grouped CH pets factor into mission terminal difficulty (and perhaps even add special "Taming" missions).
- More differentiationbetween a Novice CH and aNon-CH (perhaps remove ability for non-CH pets to attack?)
- Control over when pet uses Ranged/Special Attacks (perhaps Master/advanced CH only?)
- Getting FPs/Hunting Mission credit for pet kills.
- Unusual pet slowness in some species(crystal snakes, grondas, etc).
- Pets take too long to leave the world when their owner goes Link Dead.
- Getting another player to fully train your pet in commands you have not yet earned makes CH advancement in general feel less rewarding.
- Storing while in combat. Now that the insta-heal upon storageissue is gone, do we really need a pet storage timer during/after combat?


And of course I'm going through other threads as well. If there's anything you'd like to add to this one, however, please continue posting.




-Vertexon.
TorvusMessorius
Thu Sep 11, 2003 2:02 pm
#115

1. Bring back high level babies!


2. Please


3. Please


4. Please


5. Pretty please?!






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IGN = Scar'
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XackAttacK
Thu Sep 11, 2003 2:46 pm
#116

/cheer


finally, a response!!! I'm glad to see that these things will be reported to the Devs. I'm looking forward to see what comes out of this.


SuperMomo
Thu Sep 11, 2003 4:18 pm
#117

One thing i didn't see mentionned:


embolden pet (creature empathy 3) is pretty useless: it boost the ham of the pet by some amount (might be fixed, or might be a percentage of maximum ham of the pets) for 1 minute or so. But because the regen rate are so slow, you don't get any benefit from it.


The pet has full health: 5000/5000 for example. I use Embolden: the health is now 5000/5600 for example


The maximum health has been increased but the health itself hasn't, which is useless.


Embolden might also increase the attack speed, but that is an impression I have and I'm not sure i'm not just imagining it.

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