Creature Handler Archive

Thread: Poll: Timer/Camps/No Restrictions

Pluto9Moon
Thu Feb 26, 2004 7:45 am
#1

Please rank Timer, Camps, or No Restrictions as first, second, or third choice. Give a brief paragraph as to why you chose your first place pick.



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Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
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mochloD
Thu Feb 26, 2004 8:10 am
#2


  1. Camps/Cites/Decalred Residence

  2. Timer

  3. No restriction

Camps arent that big of a deal to me, period. Anyone that says placing a camp is a hassle is a moron. They take very little time and effort to make. However as a Master CH, I have Novice Scout so i can always drop one to call a pet or bike that autostored on me. That is why i think the timer is ok when not in a camp/city/declared residence.


No restriction could lead to some griefing i suppose (if by griefing you mean a Creature Handler using all of his skills to attack a target).


As a TKM/MCH, i dont walk around being afraid of many things. If my vehicle autostores on Dathomir, ill kill the junk around me and pitch a camp. But lets say i dont have a camp... ill generate the bike... kill the junk around me and then ride out when the bike finally shows up. With my set of skills a 30 second wait isnt a life or death issue. Now lets assume im simply a Surveyor with a republic blaster in hand. I get off of my bike to Survey/Sample and it stores. 30 seconds in the middle of Dathomir for someone like this is a lifetime. Our surveying friend could easily be killed in one or two hits even while on his bike... but now it stored so he cant even try to run away now.


Whats my point? This 30 second timer in the wilderness is being put into place to compensate for the autostore bug. The people who are goint to "benefit" from this (non scouts) are still going to be stuck in the middle of no where surrounded by aggros waiting on a bike to generate, a bike that is more than likely going to be destroyed by whatever is getting ready to kill them.


Simply fixing autostore would have taken care of the problem. Okay, it might not be simple but it sure would have saved us from the drama.




mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

ZabrakEnforcer
Thu Feb 26, 2004 2:01 pm
#3

1 no restriction


2 timer


3 camps


why? a long time ago i used to be able to pull my pets out anywhere anytime. there is no way this can be used to exploit or grief and if anyone says otherwise they are a moron. the whole point was to get rid of the bs of camps and the waist of time. all they have done is just changed the annoyance from camps to waiting half a minute. beleave me i can see this as being totally annoying when it goes in. considering the fact that 95% of pvp is done in cities where there are no restrictions whats the point of this timer? i mean have you heard of chs exploiting the fact that they have no restrictions in cities while pvping? no, because its not possible, plus pets uber suck in pvp so nobody uses them anymore anyways. so all this does it just makes it a hassle and more of a pointless anoying thing for people to have to deal with while out in the wild.


Maelas
Thu Feb 26, 2004 2:18 pm
#4

1) No Restriction
2) Timer (with camps and cities the way they are now)
3) Camps (in the meaning that it is left as it is now)


I have already made my point a few times on this. I will not be heart broken if the timer goes in, however, I do agree that it is rather pointless. The way I see it, it will be just a small annoyance, but shouldn't be anything to get steamed over.






MAELAS KANN

Chilastria Master Creature Handler/TK/Aspiring Ranger
Rares: Gaping Spider Queen, Rhoa Kwi Pack Leader, Swamp Stalker, Frenzied Graul, Mantigrue Screecher, Plains Hunter

fantoq
Thu Feb 26, 2004 2:30 pm
#5

1) No Restriction

2) Timer

3) Camps


If I were speaking for myself, camps would be #2. But I'm thinking of the non-scout with limited combat skills who gets stuck in the middle of nowhere after their bike auto-stores or pet disappears.



fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
SioBabble
Thu Feb 26, 2004 2:51 pm
#6






fantoq wrote:

1) No Restriction

2) Timer

3) Camps


If I were speaking for myself, camps would be #2. But I'm thinking of the non-scout with limited combat skills who gets stuck in the middle of nowhere after their bike auto-stores or pet disappears.






What fantoq said.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Ekhben
Thu Feb 26, 2004 4:07 pm
#7

  1. No restrictions


I do not like timers and camps, I do not like them in the wild, I do not like them though they're mild. I do not like them, not one bit, I think they are a crock of ... manure. I do not like timers and camps, I do not like them, Sam I am.

Apologies to Dr Seuss.

I don't recall anyone complaining about a CH griefing them by whipping out a pet out in the wild back when some idiot inverted the test on declared residence and hadn't heard of unit testing. I don't see any reasons put forward for either system. I don't see why it's not an exploit in a city, but is an exploit in the wild.

In short, both timers and camps are a totally unnecessary obstruction to game play. For a casual player who gets an hour to play every few days, those 30 seconds here and there really add up. But then, this game has been sliding away from casual players and towards powergamers and uberguilds since before launch.





Boycotting the GCW. I don't force you to PvE, don't force me to PvP!
Merendel
Thu Feb 26, 2004 5:20 pm
#8

For CH


1 no restriction


2 timer (as proposed)


3 camps


for non ch


1 timer


2 camps


3 they dont deserve this option.


Way I see it considering the points we invest we deserve to be able to pull pets quickly reguardles. Our pets are to us as a weapon is to any other class. they can equip imidatly and wherever they areand I think we should too. I can see the argument for the store delay out of combat and maby no calling in combat but theres no point to the other delay. for non CH personaly I dont think they deserve creature pets at this point but they arnt their main weapon... they can wait out the timer for all I care.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
EvilNerf
Thu Feb 26, 2004 5:39 pm
#9

Agree with guy above.



Boban Knot: The Smelly Rodian.
Indene
Fri Feb 27, 2004 5:44 am
#10


Ekhben wrote:
  1. No restrictions


I do not like timers and camps, I do not like them in the wild, I do not like them though they're mild. I do not like them, not one bit, I think they are a crock of ... manure. I do not like timers and camps, I do not like them, Sam I am.

Apologies to Dr Seuss.

I don't recall anyone complaining about a CH griefing them by whipping out a pet out in the wild back when some idiot inverted the test on declared residence and hadn't heard of unit testing. I don't see any reasons put forward for either system. I don't see why it's not an exploit in a city, but is an exploit in the wild.

In short, both timers and camps are a totally unnecessary obstruction to game play. For a casual player who gets an hour to play every few days, those 30 seconds here and there really add up. But then, this game has been sliding away from casual players and towards powergamers and uberguilds since before launch.





/agree. 1 no restrictions
2 see 1
3 see 2


-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
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TuskenJedi
Fri Feb 27, 2004 6:26 am
#11


1. No Restrictions (with a post combat timer only)
2. Camps, Cities, or Declared Residences
3. Timer


Pets aren't what they used to be and we can't pull out as many as we once could. They're not the instant army "griefing tactic" they might have been once upon a time. A simple timer after combatand no pulling out during combat would be enough to preclude cycling fresh pets on opponents. Cycling pets defeats the purpose of having a max number/levels of pets out and isnear enough to an exploit of that(those) rule(s). The post combat timer is only there so that you can't step back out of agro and smack /peace, store pet, and call a freshpet the instant your firstdies or gets incapped.


Camps are easy to live with; we all have been for a while now. But they get really annoying when you have to run a half a kilometer or more away from unsanctioned cities or residences to set up a camp. On two servers I've seen an unofficial player city sprawl south of Coronet and there's quite a distance you have to run to be able to set up a camp and since it's not a real city, you can't call a pet or generate a vehicle. God forbid you have to pull out and regroup in a camp on a mission in one of those places.


The timed delay (60 secs) between whena pet is called or vehicle isgenerated and when it actuallyspawnsserves no function aside fromharassing the player and causing unnecessary downtime. And that's not even considering the autostore bug right now. And as someone alluded toabove, if we have to wait 60 secs to get our weapon/tank then why doesn't anyone else have to wait that long to pull out a gun or their Teras Kasi fists?

Message Edited by TuskenJedi on 02-27-2004 05:27 AM

LrdGaijin
Fri Feb 27, 2004 7:13 am
#12

1 - No restrictions.


I only have one item in my priority list because the other two options are not acceptable at all. I am a Master Smuggler/ Creature Handler 1/2/1/2 ( will become MCH in time ), and as long as I can put on my high kinetic Ubese armor and pistol with one push of a button with a macro I don't see why CHs shouldn't call their pets with the same speed.


Then again, since the Developers like constructive criticism ( and I have seen them implementing some of the ideas I suggested on these forums ) let me offer an acceptable alternative.


Vehicles should have the existing restrictions that only allow us to call them in a camp or in a municipal zone instantly, all other areas should have an acceptable - let's say 10 seconds - delay after calling. I am suggesting a low delay as not to inconvenience players whose vehicle has autostored itself out in the wild.


Pets, on the other hand... I don't feel that the 30 seconds timer is fair or balancing to gameplay other than to inconvenience the Creature Handlers and make them feel defenseless. Which is something you don't want to do. But there needs to be some kind of realism introduced to get around the perceived Poke-thing effect the Developers don't want to be associated with. That is very easy to do, to be honest.


Make pets appear at a distance from the Creature Handler upon calling and let them run to their master. Let's say at 64 meters. It would appear that the CH is truly calling the pet, and it would introduce - a slight - delay by having the pet run to the side of the caller. You could also tweak this idea with the distance factor. Let's say I am a regular player ( no CH skills at all ). My pet would appear at 128 meters and start running towards me. But for each skillbox in the Training skill branch it would get shorter, getting to 32 meters at Master Creature Handler. The higher you get in the skill, the closer your pet will appear. Simple and effective.


Regards,


Cycler




- Cycler Cray -
Master Smuggler/Master Brawler/Teräs Käsi Master
The Dark Vengeance
Explorer 73% Socializer 53% Achiever 40% Killer 33%

Castigula
Fri Feb 27, 2004 7:31 am
#13

1-no restrictions


2-no restrictions


3-no restrictions



The whole camp thing started in order to stop EARLY ch exploits and grief tactics. these are no longer able to be done. there is no reason at all why I need a camp to call a pet, none what so ever. The camp was placed in order to contain a CH and his abilities nothing more. The 30 sec timer is an insult to an already nerfed and balancedprofession.



I posted this on another thread, I will repost here also. some of you already know most of it.


The question is why put the delay in? why is it needed? I keep hearing that these are put in to avoid exploits and greifs, yet no one can name these exploits and griefs. Please list them for me. here are some simple facts you might not be aware of, in relation to creature calling;


1- You can NOT call a pet if you are aggroed or in engaged in combat.
2- You can NOT store a pet if you are agroed or engaged in combat.
3-You can NOT store a pet till 60 secs AFTER combat is over.
so why do we need a 30 sec timer?why?

Facts about PVP

1- About 80% of the people do NOT pvp.
2- Most PVP happens in cities where there are no restrictions? where are the exploits and griefs?

what is the diffrence between a CH pulling out a pet before combat and a person running around with a novice artisan title hitting one macro key, then in about 1 sec, equipping a full set of composite armor and a flamethrower? do you plan to put a stop to that also?

My point is there is no need for a 30 sec timer, none. Please remove it entirely.



Casti
Wookie Miner, Master Creature Handler, Master Bounty Hunter, X-Master Swordsman,
X-Master Pistoleer,X-master Scout
And the last line of defense against Nerf whiners

- I support additional character slots!. You can too

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