Creature Handler Archive
Thread: Poll: Timer/Camps/No Restrictions
- Camps/Cites/Decalred Residence
- Timer
- 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.
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.
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.
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.
- 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.
For CH
1 no restriction
2 timer (as proposed)
3 camps
for non ch
1 timer
2 camps
3 they dont deserve this option.
Ekhben wrote:
- 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-
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
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
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.
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?
2- Most PVP happens in cities where there are no restrictions? where are the exploits and griefs?