Creature Handler Archive

Thread: Idea for a CH revamp

Joker9125
Wed Mar 30, 2005 2:00 pm
#1




If our role in a group is going to be defined by our pets then we need a way to further specialize our pets to fufill each role. Here is something that I came up with


3main things that will need to chnge


1. Only CHs will be able to command pets to do special attacks(non-chs will still be able to use attack, follow me, and store)


2. Pets will no longer grow automatically. Each growth cycle you will have to select the option from the radial menu to allow a pet to go through the next stage of growth (explained later)


3. The befriend command needs to go away. I do not want to see CH become an AFK profession via people setting up macros that automatically invites people and friends master level pets


Heres how pet customization will work.


When you tame a baby/pet deed you will be able to modify its stats as it grows untill its fully grown at which point its stats are set in stone (hence the need to remove the automatic growth cycles). For instance as attack power increases defense and the number of special attacks a pet can learn will diminish, Likewise the more special abilities a pet can learn the lower its defense and attack power will be as well. Think of it kind of like a stat migration. Each stat will be worth so many points and through training you shift those point into other areas we will call these defensive abilites (health), attack abilites (damage), and special abilites (specials slots special pools and windup/cooldown timers) defense/special abilites to attack abilites. The level of customization also needs to be determined by CL making it so a master level pet can be far more custiomizeable than a novice level. One way to do this would be to limit the ammount of custiomization done per growth cycle and making higher level pets requiremore growthcycles to become adults (A CL70 would have 7X the number of growth cycles that a CL10 would have).


How specials will work


instead of BEs creating pets with combos of specials a creature handler will be able to teach any pet any special with the exception of ranged attack, poisons, and diseases. Those specials will need to be inherant to the pet when you tame it and will limit the ammount of custiomization done to a pet. Ranged attack and poisonwill weigh in toward attack abilities and disease will weigh in toward special abilites.


Crowd Control Pets


Through the use of the existingplay commands or similar new commands (maybe playing fetch with your pet?) you will increase the number of special attack slots a pet can have,increase its special action pool (assuming that specials willd drain the pet and not the handler), and decrease the windup/cooldown timers for the specials it will use. While sacraficing attack and defenseive abilities. Attack and Defenseabilitieswill both migrate equally into special abilites


Nuke Pets


Through the use of combat combat training (maybe play fighting with the handler?) you can increase your pets damage and attack speedat the expense of defenseive andspecial abilities. Specialabilities will weigh in heavier than defensive abilities.


Defensive Pets


Through the use of rigerious exercise (pulling weights?) you will be able to increase the health and regen stats on your pet while sacraficing attack power and special abilities. Attack abiliteswill weigh in more than special abilities.


Well thats all for now because I really have to goto biology and fail a test right now.

Message Edited by Joker9125 on 03-30-2005 11:45 PM

Message Edited by Joker9125 on 04-02-2005 04:02 PM



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Vertexon
Wed Mar 30, 2005 5:43 pm
#2

Interesting ideas, and I'dlike to hear more thoughts along these lines. I hope the biology test went well, too (just remember, it's not chondricthys anymore... it's elasmobranchii )



-Vertexon.
Joker9125
Wed Mar 30, 2005 6:15 pm
#3






Vertexon wrote:

Interesting ideas, and I'dlike to hear more thoughts along these lines. I hope the biology test went well, too (just remember, it's not chondricthys anymore... it's elasmobranchii )









Ask and ye shall recive


Here are my reasons for having the different types of abilities weigh in differently for each type of pet


Crowd Control Pets


These pets will be neither damage dealers nor tanks so they will be taking the least ammount of hits out of the 3 types so neither stat is particuarlly important to them.


Nuke Pets


As the main damage dealers these pets will be taking a fair ammount of damage so "some" defense is required while specials are not needed for this particular type of pet.


Defensive Pets


As tanks these pets will need to be able to use specials fairly quickly so they can land intimidate and this will become even more important if we geta pet taunt ability.


This system will lessen the gap between wild and BE pets while still making BE pets usefull for different combos of resists and combining a BEs pet making abilities with the training system would allow for even further custionization. Itmakes it benifical to use higher level pets.


(If that ever comes up on a test I'll be sure to rember it )




http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Hotchipotchi
Wed Mar 30, 2005 9:21 pm
#4

nice ideas
jopenack
Thu Mar 31, 2005 8:32 am
#5

very interesting thread, very interesting replies lol.


the emporer once said "I have forseen this" whilecritisizelukes faith in his freinds lol.


as the critisism's flow towards the curb concerns it would seem that Joker has the foresight to start on something that shall be needed in the future.


my how we emulate the movies and our characters is truely inspiring hehe.


It would seem that Vert is pleased with this line of discussion lol.


This is our future what is discussedin this thread, not the curb as it will be launched. "this I have seen"



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"
jopenack
Thu Mar 31, 2005 9:04 am
#6





Ok to add to the discussion in a constructive manner.


This may be the time to take what has been talked about in a few other threads over the last year


new pet tricks wich over a period of time (months maybe) that increase pet stats



roughplay trick = increases ham and damage by 20-30% depending on creature if used regularly for a month


fetch = increases speed and attack accuracy, same as above if used regularly over a period of time maybe increase action pool.


sit, beg, rollover = basic obedience commands taught over a period of time giving bonus to the pets ability to obey all commands. increasing action and mind bars (Ifpet specials will need those bars)allowing the pet to increase his state attacks hit chance and duration.


roughplay trick 2 = if armor types are still used with pets after the curb, this will slowly add certain armor types dependant on pets natural abilities, pets without ranged attack melee/kinetic armor, pets with ranged attacksrecieving ranged/energy armor resitances.


these commands can only be used to modify pets during the pets growing stages. once a pet is an adult being able to change (or modify his growth by what he is taught) will not be allowable. during the pets growth cycle use of these commands must be performed a set number of times daily,


for example = fetch


teaching then saying fecth -graphically you throw -pet runs and brings back stick - doing this 20 times in a 20 min period will increase pets accuracy by 2.5%. if done daily untill adult a max of 30% acheievable growth.


mixing skills taught babies would also be allowed you could increase health (roughplay1) 10%, increase kinetic armor 10%, and accuracy 10% using all commands daily intill adulthood. with the max accumulating a 30% increase (much like our creature level calling ability) devided among all 3 areas


these commands could still be used with pets when they are adults for asthetic's and social situations with no added bonuses, but incase you just plain want to play fetch with your pet.


roughplay could have combat graphics with you fighting your pet but with no damage. I always liked these ideas and it would give ch a little fun while giving us control over how we wish our pets to grow and what function to have.


Note: These ideas were originally brought up in the Corral thread, a kennel type structure section, even though the corral was originally and mainly focused on storage it grew to an amazing peice of work the imagination and input is commendable to many here on the forums. it would be nice to have this added also if just in kennel form to acheive Jokers goals


I know It seems I copied what Joker already said lol I just added what was discussed in the other thread with a little more detail in some spots. either way us having control over our pets during the growth phase is somethine that has been needed for a long time. It would give our natural pets, the onewe so love to find and tame, a reason for excisting in our datapads.


One day at a time as they say :-)


I like what Joker says about growth cycles and a point system, it would have to be fairly simple though. many people ingame get confused just trying to tech pets a name lol. It has taken me a while to show a couple of ch how lol.


Sorry I keep editing this lol, I didn't read everything Joker wrote and am making corrections lol. I am at work and its hard to multi-task the forums and my duties at work

Message Edited by jopenack on 03-31-2005 12:21 PM



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"
Jaeryk
Thu Mar 31, 2005 10:34 am
#7






Joker9125 wrote:



If our role in a group is going to be defined by our pets then we need a way to further specialize our pets to fufill each role. Here is something that I came up with


2 main things that will need to chnge


1. Only CHs will be able to command pets to do special attacks(non-chs will still be able to use attack, follow me, and store)


2. Pets will no longer grow automatically. Each growth cycle you will have to select the option from the radial menu to allow a pet to go through the next stage of growth (explained later)


** snipped for brevity **

Message Edited by Joker9125 on 03-30-2005 11:45 PM




I had an idea waaay back when I was MCH that was similiar. Your idea sounds better (and more fun), but may require a good bit of dev time and balancing. My old idea was keeping things pretty much the way they are now, but tied into CH and critter level.


Pets would keep their natural (or BE made) ranged specials. Then in eachuse special attack boxes (may need to have this inTaming 2-MCH)there would be a would be a teach command where you'd select the special to train them.


Say pets below 30 you could pick one special (or maybe two if no ranged attack?). Pets over 40 would get two (3 if no ranged), 50 and above three, 60 and up four specials.


Or something along those lines....


jopenack
Sat Apr 02, 2005 6:02 am
#8

get this puppy back on page one


cmon folks this is our future



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"
jopenack
Wed Apr 06, 2005 6:45 am
#9


Particapation is not a godgiven right it is a choice.


When the time comes for a change (after the curb) and people are caught unaware remember this post.


and remember how you contributed to it. Only a few people bothered to reply. So very sad.

Bumping this up, its falling into limbo, and it is our future.

Message Edited by jopenack on 04-06-2005 09:46 AM



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"
Ricbr
Wed Apr 06, 2005 7:32 am
#10

I dont have a ton to add but I will say that I really like the ideas. It would make Creature Handlers much more interactive with their pets. I have found that the ability to tame, wait 2 weeks for growth, Pull them out as needed at a terminal....it is not enough for what could be a very nice profession.

If you take what they did in terms of the plant that you can get at the village (it makes you feed it with water via the radial menu and such)...and somehow incorporate that into our pets and profession...it could be interesting and probably work nicely.

I would like to see the pets in general get some bonuses for good care. If they just sit in your datapad all the time and you want to use it after not caring for it for weeks at a time...it is now weaker. Maybe a bit less Health, Weaker attacks, the inability to perform some of their specials due to fatigue. But if you do take care of them (feed them, give them water, play with them). Their Health is a bit higher, They hit for a bit more damage, and they have the ability to perfom an extra type of specials.

Just a small thought that could probably be added here.
jopenack
Wed Apr 06, 2005 7:45 am
#11

nice analogy with the plant, makes sense


a long time ago if you left pets in your datapad for an extended amount of time they got battle fatigue lol.


It may be easier to add things like this since it was once there already,


taking good care of a pet with feeding/drinking while the pet growsbeing a means to effect the ham structure of the pet is a practical extension.


Hmm you said not much to add lol. Just that onepiece is enough to add content and spur ideas onward my friend.


/Bow



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"
Ricbr
Wed Apr 06, 2005 7:52 am
#12

Thanks

It didnt seem like much in my head until it started coming out. Then it actually sounded really good when I saw it posted



The interaction alone would add a whole new level to pets...sort of like those little hand held devices that came out a few years back (Tamogachis...or virtual pets). You had to interact with it for it to be happy and healthy.
Joker9125
Tue Apr 12, 2005 1:07 pm
#13

Yes back to the top with you



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Page 1 of 4
Previous Next