Creature Handler Archive

Thread: Change in Plans for Pet Calling Restrictions in Publish 7

Trunicus
Wed Feb 25, 2004 2:06 pm
#1

Great..

Any word on fixing the issues with Pets running and attack range bugs ?



One very frustrated CH.
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LtBike
Wed Feb 25, 2004 2:07 pm
#2


Thanks for listening!


Lt


Shrik
Wed Feb 25, 2004 2:08 pm
#3

I think that is a good change.



Shrik'Anor
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Shaylin
Wed Feb 25, 2004 2:09 pm
#4






Trunicus wrote:

Great..

Any word on fixing the issues with Pets running and attack range bugs ?







That was supposedly already fixed. (though I have not tried it out myself yet.)



Cressida

mmaughme
Wed Feb 25, 2004 2:10 pm
#5

This still isn't helpful. I can see I'll have to continue carrying around crates of basic camp kits.


Are we still going to be inflicted with the 60 second delay after combat?





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fantoq
Wed Feb 25, 2004 2:13 pm
#6






Vertexon wrote:

Breaking news from the In Development forum:






SWG-Runesabre wrote:


I appreciate all your great feedback so far. Thunderheart is out on vacation which is why you are not seeing a lot of Dev responses on this thread in the last few days. I did want to take a little time to update you on what we have decided in regards to changes to removing the camp restriction for calling pets, droids, mounts and vehicles. We have decided to alter our changes so that calling a pet, mount, vehicle or droid will work like normal without the new time delays when called from a Scout camp or inside a city. Effectively, this means calling a pet, droid, mount or vehicle will work the same in Publish 7 as it currently does when called from a Scout camp or city. When calling outside a Scout camp or city, the new changes will apply.


Message Edited by SWG-Runesabre on 02-25-2004 02:47 PM

------------------------RunesabreLead DesignerStar Wars Galaxies






And as I have since day 1 of this announcement, I continue to disagree with Runesabre and TH. We've yet to be given a good reason for the delay, and I'm concerned about the mechanics of it getting screwed up.


If anything, this supports the reasoning for no delay at all. If a grief were possible, it's gonna be in a populated area. And since we can do that now, it would be obvious to any of us and used all the time; yet I've never seen or heard ofanything.


And if it's geared towards vehicles, again there's no real reason that pets, vehicles, and droids are treated as a single class. If the calling procedure does (and it doesn't since it is well aware of what it is calling, where you are, and what you have out already. Can't call a vehicle in a house, can you?), it's a simple mod to distinguish between vehicles, etc. Or be lazy and create callPet and callVehicle procedures.


But I'll go back to the root and say if you fix auto-store and broken-follow, I'd care less about this. I'll have the pet out all the time.






fantoq
MCH
former Medic
App. Carbineer
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Rurry
Wed Feb 25, 2004 2:33 pm
#7

I'll say this:



YEEEEEEEEEHAAAAAAA!



They listened and met us part way.






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RSQViper
Wed Feb 25, 2004 2:33 pm
#8

I think this is a good change to a point. There is now the danger of a surprise attack while in a city. Say you are fighting the oposite faction and all of a sudden AT-STs get yanked as soon as you initialse combat. Without a timer this is going to be a problem. Same thing for camps. All anyone has to do is drop a camp to surprise the attackers.
Maybe a good fix would be to keep the timer on all overts and TEFed players in or out of a city otherwise I'm sure someone will use this as an exploit in a short amout of time.



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Seiryuu
Wed Feb 25, 2004 2:34 pm
#9

If anything, this supports the reasoning for no delay at all. If a grief were possible, it's gonna be in a populated area. And since we can do that now, it would be obvious to any of us and used all the time; yet I've never seen or heard of anything.

Spot on.



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BerentD
Wed Feb 25, 2004 2:40 pm
#10

Positive - they listened to our concerns and our very valid points and decided to back off on the full restriction. Glad to know they are willing to listen and meet us part-way.


Negative - the time delay is still in for the wild, so we either keep dropping camps as we do now or wait 30 seconds. Seems they left this in to specifically keep camps as valid items for scouts, at least to me.


Mixed reaction for me, I guess.



Berent D.
MCH/Master Swordsman
"The Twi'lek Tank"
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SioBabble
Wed Feb 25, 2004 2:46 pm
#11

This isn't a total victory, but I'm satisfied enough that this issue won't be the final straw that will cause me to cancel my account. I'll continue to use camps after publish 7, and there will still be a market for camps, but at least tne non-scouts won't be stranded out in the middle of nowhere when something stupid happens, like a server crash. However...


This still leaves us with idiotic autostore issues, and still leaves us with the idiocy of having to find the right place to toss up a camp, but the timesink exchange isn't as severe.


It also leaves us with the non-explanation of why ANY time delay is needed in the first place. Because the "griefing" exploit is still there in metropolitan areas, which was supposedly the justification for the 30 second timer in the first place. It's still lame, half-assed, and illogical. Par for the course for this development team.





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WTS
Wed Feb 25, 2004 3:06 pm
#12



SioBabble wrote:

This isn't a total victory, but I'm satisfied enough that this issue won't be the final straw that will cause me to cancel my account. I'll continue to use camps after publish 7, and there will still be a market for camps, but at least tne non-scouts won't be stranded out in the middle of nowhere when something stupid happens, like a server crash. However...

This still leaves us with idiotic autostore issues, and still leaves us with the idiocy of having to find the right place to toss up a camp, but the timesink exchange isn't as severe.

It also leaves us with the non-explanation of why ANY time delay is needed in the first place. Because the "griefing" exploit is still there in metropolitan areas, which was supposedly the justification for the 30 second timer in the first place. It's still lame, half-assed, and illogical. Par for the course for this development team.






i recall holocron once saying that they don't want CH to be a 'summoning' class... like a wizard or necromancer. Calling a pet in swg should be more akin to whistling to your dog and having it run out of the bushes to where you are. It shouldn't be like that famous game by nintendo or like a mage calling a water elemental. from a pure gameplay/balance point of view, i don't see any reason for the 30 second delay or for needing to call a camp. but from a roleplay point of view i can see why it is important.



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fantoq
Wed Feb 25, 2004 3:11 pm
#13






WTS wrote:

i recall holocron once saying that they don't want CH to be a 'summoning' class... like a wizard or necromancer. Calling a pet in swg should be more akin to whistling to your dog and having it run out of the bushes to where you are. It shouldn't be like that famous game by nintendo or like a mage calling a water elemental. from a pure gameplay/balance point of view, i don't see any reason for the 30 second delay or for needing to call a camp. but from a roleplay point of view i can see why it is important.




Not arguing with you, but how does the timer accomplish this? Do we have a neon sign over our heads saying "Pet is Coming"?


The probable reason for the pets not running in would be they would either get stuck, lost, or auto store before they got to you.





fantoq
MCH
former Medic
App. Carbineer
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