Creature Handler Archive

Thread: full list of issues pre/post CU

jopenack
Sat Apr 30, 2005 3:00 pm
#1

lol I thought you retired talon hehe


Yup list is very large


and Yup specials probably are a thing of the past but unntill we here it from the horses butt then we are still going to place it as a bug/concern, gotta let the powers that be know how we feel, even though they don't care lol. well actually most don't care but there is a couple of devs that do. Maybe they can help us out.





SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
taloncard
Sat Apr 30, 2005 5:38 pm
#2

My account isn't up till the 8th

but this is gonna sound so strange, I hate how powerful I have become yet how weak my healing is.

As a rifleman I took out 3 jedi in duels and can solo anything on dantooine. without armor, it has just become lame. I don't even need special attacks, but when I use them WOW 1 shot kills for voritors, Um yawn.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


jopenack
Sat Apr 30, 2005 6:14 pm
#3

yep, been noticing solo is pretty much back in if you know what your doing, seems its that way for all professions too




SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Dodece
Sat Apr 30, 2005 7:14 pm
#4


1. Went to blueleaf and woolamander today. Two notorious ghosting dungeons, and the pet no longer had any threshold issues.

2. Trick command gone, but that command was more an annoyance then anything else. Something else to eat precious ham.

3. Multiple pets effective if you seek to do as much damage as quickly as possible, and to inflict crowd control penalties on certain professions. Basically rip their defensive bonuses to shreads.

4. I think I discovered today that pets actually build up hate from enemies the longer they fight. This will allow slow joe tanking role. Letting a pet start the fight for fourty seconds before others join in delays the hate agro on player.

5. No pet grouping is now less of an issue with pet regen rates, and the pet stim time.

6. I think specials are gone like the dodo. Being an unbalanceing combat issue with chs getting to use poison stun disease stun knockdown many professions would get jaded since certain damages now are very profession specific. Hopefully the specials can be converted into more useful commands.

7. I agree far too few truely unique rares.
Nell2ThaIzzay
Sat Apr 30, 2005 7:33 pm
#5





16. Pet-calling delay of any length is not needed outside of combat, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat No update






I wanna respond to this... drop a suggestion.


All combatants who use weapons, can switch their weapon instantaniously. Except when in combat, when they had a "transfer" period.


Perhaps that could be the same for pets. Whenever a CH is *not* in combat, they can call their pet instantaniously. No matter where they are. In a city, outside a city, indoors, outdoors, wherever.


The 15 second timer could be implemented once combat has been entered into. And the store-wait period would still be in place. So if a pet goes down, a CH cannot just cycle through to another pet. They must wait until the timer is up. Then they can store. And call, and the call will come in 15 seconds.


Has this been proposed. Most likely. Just wanted to mention it.



Marr'Taan LeBeau
Imperial Mercenary - Professional Contract Killer

"Death is my business, and business is good"

Bounty Hunter, Creature Trainer, Droid Engineer, Rifleman
Former Musician and band member of the Tyrenian 3 (Marr'Taan LeBeau, Cale Amossoo, Bari)
Vash_the_Outlaw
Sat Apr 30, 2005 11:16 pm
#6

It is very difficult to level up from a Novice CH when you already have a Master Combat Profession. I am a Master TKA with a level of 56 and I have Novice CH.


My pet can not take anything without me helping, so I went to face a level 40 mob and had my pet attack it while I took all the damage. Eventualy the mob died and I looked to see what kind of xp I got...I got 1 xp. Mobs I have been hunting my own level do area attacks and kill my pet in one hit. I'm pretty sure this is an issue and not just me.
taloncard
Sun May 01, 2005 12:05 am
#7

Existing issues

1. Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby. This should include both creatures that are currently marked "Tamable: No" (like pharples and mire marauders) and pets marked "Tamable: Yes" but which have no reported incidents of actual baby sightings (like the frenzied graul, crazed gurk destroyer, and most lair bosses).
Fixed with CU

2. Profession needs enhancements to ensure it can successfully fill its assigned role of "versatility" in combat. Even more in question with CU

3. Fix special attacks to ensure they are working for pets both randomly and with the Creature Handler's "special attack" training commands. Currently reported as not working at all. Broken with CU

4. Pets should not count against the group size limit, since pets taking up spots that are needed by players would make them very unattractive for most groups. Broken with CU and now an even larger issue

5. Ensure the Hate system does not make it unreasonably difficult for pets to act as tanks. Broken with CU

6. More pet storage. Either an increase to the number of pets that can be kept in the datapad, the ability to drop stored pets off either in a regular house or a specialized 'stable' structure, or the ability to "redeed" pets.
No update


7. Mounts need to be valuable when compared to vehicles. Current mount advantages are not enough. Suggestions include improved mounted combat, improved mount speed/gallop, improved mount selection. "Flying" (hovering – not true atmospheric flight) mounts Broken with CU Mounts have NO advantage

8. Pets 'poof' back into datapad occasionally. Seems more common in crowded regions, in battle, or right after dismounting a mount. This can sometimes cause players to enter a bugged state in which the pet can no longer be called from the datapad until No update

9. Pets often have difficulty crossing the threshold from exterior environments to interiors (like houses and caves). The pet will frequently "ghost" while crossing the portal (causing it to become invisible and useless to everyone in the interior), or it may run off to a random world coordinate instead of even trying to cross the portal. No update

10. Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constantly try to move to No update

11. Mounted pets that have been ordered to attack a target more than 65 meters away will "stall" and refuse to move toward it No update

12. Ongoing pathing problems (pets start moving very slowly or stop following altogether) No update

13. No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers Even more in question with CU

14. Too many pets are displayed "hyper aggressive" behavior too frequently. This takes the form of the pet attacking nearby mobs with no prompting from the owner. Desirable in a few specific creatures, like the Great Plains Stalker. Suggest making a command like "Follow Me" into a toggle for this behavior. Broken with CU even worse

15. The /tellpet command sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands No update

16. Pet-calling delay of any length is not needed outside of combat, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat No update

17. Ability to sell tame CH pets on vendor/bazaar No update

18. Some pets stand right on top of their owner unless the formation commands are used No update

19. Pets sometimes cannot be healed with stims/pet stims when incapped, and the new "Incapacitation Recovery" ability does not always seem to work in these cases Broken with CU even worse no pet stims working


20. Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets). Perhaps implement something similar to the Ultima Online "pack instincts" system Fixed with CU I think.

21. Mount wearables/armor such as we have seen concept art for in online developer interviews No update

22. Make wild creature stats better reflect baby rarity (very rare creatures should have power commensurate with their rarity) Broken with CU No such thing as rare anymore

23. Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)No update


24. Ability to carry items on mounts (using them as 'pack animals' as seen in the films)No update


25. Prevent pets from losing their buffs when stored/auto-stored. Reapplication of a buff should override the existing buff, rather than relying on pet storage to clear the pet's "stomach" Fixed with CU No more buffs

26. Allow CH XP to be exchanged for Force Sensitive Combat and/or Reflex XP (particulary since Force Sensitive Survival is a Reflex branch) No update

27. Prevent pets from "stealing" the faction point reward from their master for participating in a faction kill No update

28. More meaningful error messages when a pet trade fails (currently says "Too many pets" even if that’s not the actual reason the trade failed). More meaningful error message when a pet refuses to update its name due to a filter restriction. No update

29. Remove the "pet trade in" program from NPC Creature Handler Trainers. This has outlived the reason for which it was created, and now only serves to create confusion No update

30. XP rewards for successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures) No update

31. Implement an easy way to see your active pets’ HAM without having to group with them (large groups of players tend not to allow much room for grouped pets) Broken with CU even worse due to smaller groups

32. CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs No update

33. More new pet commands/tricks Broken with CU Tricks serve no purpose

34. Enhance the taming process to make it more of an interactive "mini-game" rather than pure automation. Broken with CU or Fixed with CU it is now a challenge to see if /tame will be an attack or not

35. Exempt pets from taking up datapad space that could be better used for waypoints/schematics, since pet storage is already limited by its own separate "stored pets" modifier. No update

36. Take away the (baby) part of a pet’s name when it reaches full growth (or allow pets to display "titles" showing their species) No update

37. Ability to train pets through the commandline (i.e. /train followme Follow) No update

38. Let carnivorous pets "eat" enemies for food ala Return of the Jedi. No update

39. A more visible way to tell whether or not a pet is currently set to "guard" Broken with CU the guard command


CU ISSUES


1. All pet special attacks are broken in the CU and do not work at all.

2. The aggro system makes it unreasonably difficult to use pets for any kind of tanking whatsoever. The first time you shoot an enemy, it immediately ignores your pet and focuses on you

3. Pets have no visible resistances. Unable to determine whether the resists are just invisible to us or have been removed entirely. If removed entirely, this greatly damages pet variety.

4. Pet level doesn't appear to scale correctly in a group... pets die *much* faster in combat than their CL would appear to support, and because of the con/level system a MCH has no reason to use 3 pets, as each pet would count as Level 23 (approx) and thus be destroyed utterly by anything the CH faces that's above level 28

5. Pets should not count against the group size limit. This makes Creature Handlers very undesirable in a group.

6. Pets have insufficient damage-dealing capability to function in the damage-dealer capacity implied by their "Jack of All Trades" combat role

7. BE pet conversion process tends to break pets (often making them CL 100+) if you attempt to convert level to match stats

8. Pets sometimes get stuck in combat mode and cannot be pulled out of combat

9. Pet stimpacks not working properly (reduced in power)?

10. Mounted combat does not appear to be working. Even using /attack no longer appears to do anything

11. The command /tame triggers the auto-attack loop, which can result in you attacking a baby instead of trying to tame it

12. Pets no longer auto-follow their masters (fixed in today's update?)

13. Pets lack the versatility in general that is required for a Jack of All Trades role. There is a complete absence of crowd control or counter abilities (i.e. knockdown recovery or damage mitigation).

14. The guard command doesn't work (fixed in today's update?)


Is it just me or is this list inexcuseably large???





Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


TullFloyd
Sun May 01, 2005 12:15 am
#8






taloncard wrote:


1. All pet special attacks are broken in the CU and do not work at all.







I'm not positive but i think special attacks are a thing of the past I'm a master BE and sampled several creatures that I used to use to get the posion and disease specials and they are no longer in the DNA and I have yet to sample a creature with any special ie blind, stunning strike, knockdown, dizzy.


Flurry
Morarrana
Master Be
Master CH
M&M sales corellia 804 -5116

Melpomyne
Sun May 01, 2005 3:40 am
#9

The respecing is also not working properly. I was unable to buy a single CH skill with either Marksman points (basic career) or TKM points (elite career). So I tried giving up a few CH skills and couldn't buy CH skills with CH points. Hmm ok, so i tried buying something else - i could ONLY buy basic career with CH points yet could not by CH skills with either elite or basic career points. I have only spoken tothree other CHs, 2 that have experienced the same thing, and one that didn't. So I don't know how big the bug is. I was able to repec my TKM points to ANY other combat prof except CH. This occured on test centre and i logged a bug report, but when i logged onto Bria it occurred there too and obviously hasn't been fixed.


Some other issues I've found"


1.My pets seem to stall when told to attack far more than they used to.


2. If they have been frightened they will not re-engage the opponent no matter how many timescommand them.


3. Despite the specials being 'removed' they still have an effect - the effect is to ground the pets so they won't attack anything for about 5-15seconds depending on the pet type. this is of course not what you want if you use a special you don't want the pet to stop attacking what they were attacking and just stand there being attacked.





"If you're up there... save me Superman!" H.Simpson
~I support ATK players~
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