Creature Handler Archive

Thread: CH's: We must get rid of the timers once and for all.

Kissalicious
Sun Apr 04, 2004 5:54 am
#1

Ok...

Um...didn't you need a camp to pull out your pets before?

If you camp now (or are in town), your pets come out immediately...there is no timer so nothing has changed in that respect.

I have not tested to see storing a pet in a camp can be done quicker after combat.



______________________________________
In reference to the Bio-Engineering profession:

This sounds too much like religion. Just stay - suffer - you'll get your reward...eventually...I don't know what it is will be but it will be great...and all the non-believers will suffer an eternity of screaming and gnashing of teeth. (InsomniaRado )
SmakU-Awound
Sun Apr 04, 2004 10:55 am
#2

I'm very happy with the ability to pull pets without setting up a camp (and my speeder too). The 15 seconds is trivial compared to all the other problems in this game and would prefer the devs focus on real problems vs. preferences. IMHO
MrFunSocks
Sun Apr 04, 2004 11:59 am
#3

Changing this wouldn't take a whole lot of dev focus I don't think, because it shouldn't be too hard to do, programming-wise. Just remove a couple of checks.



I like cheese.
Galahede
Sun Apr 04, 2004 12:01 pm
#4

It's been very quiet here since the latest patch when the new timers were put in.


As a Creature Handler, are you satisfied with the Devs implementation of calling out pets without camps and waiting 15 seconds? Or waiting to store a pet after combat for untold seconds and then waiting another 15 seconds to call another pet? Or calling a pet only to cancel the operation if you're aggro'd?


I'M NOT SATISFIED and I hope that we can all come together and agree that these timesinks impede on our game play. I've complained about this issue before the publish and now that I've actually experience the gameplay, it's completely frustrating to play this way.


For example, when you're doing missions with a group, most everyone has a vehicle. This means that when we reach our destination, our pet is no where to be found because it was left behind. So now you have to call out your pet, wait 15 seconds, while other group members are engaged in combat. Getting aggro'd further frustrates the problem but that can be avoided.


In 15 seconds, depending on the size of the group, 1 to 3 creatures will be killed before your pet comes out. There goes all the xp you could have earned. Next, trying to find the group leader and get close enough to group your pet is another burden for CH's.


Our pets are nerfed, we take a lot longer to get into combat, which gets me frustrated enough to just go solo instead of grouping.


Then we can't store an injured pet and retrieve another pet quickly. We have to wait a very long time to do this if we just ended combat. It's not fun and that's why I'm complaining. I just want it to be fun. It's annoying to wait and frustrating when you see others in combat and yet we stand around forour pets to come out ofthe datapad.


Let's change this. Let the Dev team understand that it's annoying and frustrating and not fun. Get rid of the timers.


Thank you and I would like to hear your opinion.



--== Master Pistoleer, Creature Handler 3/4/1/2, Scout 4/0/4/0, Artisan 4/0/0/3, Medic 0/0/0/0 ==--
Non-Grinder, Jedi at heart.
MrFunSocks
Sun Apr 04, 2004 12:12 pm
#5

Hell, we should be able to call pets while IN combat (but not store them, there's a history with ways to exploit that). The reason timers and such were put in were due to the fact that way back when, a CH's rancor could obliterate 4-5 people pretty easily, then if it got in danger, could just be stored. That simply isn't the case any more, There's not really any way you can exploit being able to pull pets out at any time, anywhere.



I like cheese.
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