Creature Handler Archive
Thread: So anyone got any ideas for our 2nd 19 questions for next week?
Thoughts
Autostore: however the answer will undoubtely be "we are trying to track down the exact causes of this"
More Pet storage space: this could be a simple yes no answer however I have no doubt TH will find a way to sidestep it.
Storage facility for pets: would we be willing to store less pets on our data pad in return for the ability to store more in a storage facility. I for 1 say Yes. 10 pets in the pad and 20-50 in the facility is a nice compromise.
Tivo, pluto, Sky, fantoq, vert, and all the other diehards, any ideas?
BTW from our issues thread.
Red means answer will be wait for the combat balance probably ![]()
Green means the answer will be that they are looking into what causes it ![]()
Yellow means the answer will be an insult toour intelligenceprobably (i.e some pets are cowards, everything is working as planned. ![]()
and white means I cannot predict the answer to any degree of certainty ![]()
Pets 'poof' back into datapad occasionally. Seems more common in crowded regions, in battle, or right after dismounting a mount
Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby
The new Ranged and Special Attack commands do not appear to work. Pet must be at melee range and not in combat for special attack on demand commands to work. Pets never use ranged attacks under any conditions
Pets that have been trained as Mounts will not follow their master
Ongoing pathing problems (pets start moving very slowly or stop following altogether)
Profession no longer has a niche in which it is particularly valuable. Melee players provide better tanking and damage-dealing, while Bio-Engineers sell better pets
Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constant try to move to.
Remove pet vitality loss from factional deaths, to be consistent with normal item decay rules
The /tellpet command sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands.
Creature Handling is not an effective tool at all against a PvP-oriented combat professional. A skilled Creature Handler needs to become more of a threat as part of the Big Combat Rebalance
Mounts need to be valuable when compared to vehicles. Current mount advantages are not enough. Suggestions include improved mounted combat, improved mount speed/gallop, improved mount selection (flying mounts?)
No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers.
Ability to drop stored pets off either in a regular house or a specialized 'stable' structure
Pet-calling delay of any length is not needed, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat
Rancor does not seem as powerful as has been established by Star Wars continuity. Even the weakest rancor should be a high end predator that is feared by players
Pets need more variety in desired properties besides just Light Armor and Kinetic Resist. Varied damage types, armor piercing, and creature-unique "droid module" type functionality
Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)
Some Creature Handlers feel they should be able to see a wild creature's Difficulty level without buying the Master Scout skill
Mount wearables/armor such as we have seen concept art for in online developer interviews
Ability to carry items on mounts (using them as 'pack animals' as seen in the films)
Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets)
Ability to sell tame CH pets on vendor/bazaar
XP rewards to successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)
CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs
Ability to train pets through the commandline (i.e. /train followme Follow)
More variety in creatures/pets in the wild. Different colors, slightly different capabilities, etc within a species
More new pet commands/tricks
so pick one people these are my predictions and may not be so but I really would like to pick a question we might get a straight answer to.
In my own scartastic way I am saying just that. Should we even bother when we know the answer to our biggest questions is "wait for the combat blance" or other such nonsense
taloncard wrote:
BTW from our issues thread.
Red means answer will be wait for the combat balance probably
Green means the answer will be that they are looking into what causes it
Yellow means the answer will be an insult toour intelligenceprobably (i.e some pets are cowards, everything is working as planned.
and white means I cannot predict the answer to any degree of certainty
High Importance:
Pets 'poof' back into datapad occasionally. Seems more common in crowded regions, in battle, or right after dismounting a mount
Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby
Ongoing pathing problems (pets start moving very slowly or stop following altogether) This has improved, but its still a major problem, espcially for grauls/rancors and doorways!! The graul is too stupid to duck under the dorrway
Profession no longer has a niche in which it is particularly valuable. Melee players provide better tanking and damage-dealing, while Bio-Engineers sell better pets
Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constant try to move to.
Remove pet vitality loss from factional deaths, to be consistent with normal item decay rules
The /tellpet command sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands.
XP rewards to successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)
Creature Handling is not an effective tool at all against a PvP-oriented combat professional. A skilled Creature Handler needs to become more of a threat as part of the Big Combat Rebalance
Mounts need to be valuable when compared to vehicles. Current mount advantages are not enough. Suggestions include improved mounted combat, improved mount speed/gallop, improved mount selection (flying mounts?)
Pet-calling delay of any length is not needed, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat I totally agree, plus the delay that happens when a pet autostores is just crap! I don't think we need any pet delays, although vehnicle delays are probably ok.
Rancor does not seem as powerful as has been established by Star Wars continuity. Even the weakest rancor should be a high end predator that is feared by players
Pets need more variety in desired properties besides just Light Armor and Kinetic Resist. Varied damage types, armor piercing, and creature-unique "droid module" type functionality
Medium importance:
No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers.
Ability to drop stored pets off either in a regular house or a specialized 'stable' structure
Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)
Some Creature Handlers feel they should be able to see a wild creature's Difficulty level without buying the Master Scout skill
Mount wearables/armor such as we have seen concept art for in online developer interviews
Ability to carry items on mounts (using them as 'pack animals' as seen in the films)
Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets)
Ability to sell tame CH pets on vendor/bazaar
CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs
Ability to train pets through the commandline (i.e. /train followme Follow)
Low priority (meaning that they can be done anytime):
More variety in creatures/pets in the wild. Different colors, slightly different capabilities, etc within a species
More new pet commands/tricks
Fixed?:
The new Ranged and Special Attack commands do not appear to work. Pet must be at melee range and not in combat for special attack on demand commands to work. Pets never use ranged attacks under any conditions Actually, they fixed ranged attacks a few days ago, plus spcialattacks have been fixed already, I think.
Pets that have been trained as Mounts will not follow their master fixed recently I believe
so pick one people these are my predictions and may not be so but I really would like to pick a question we might get a straight answer to.
That should help people decide, I left the high and medium priority stuff kind of broad though.
Message Edited by Barb-Wire on 05-03-2004 09:51 AM
Here is my question:
CH requires an overly excessive amount of XP. When will this be changed to come into line with other professions as far as seeing more equal amounts of XP/Kill. You might explain that this system is such because CH only needs to tag the MOB once. But there are many of us CH who soloed the way to the top and we get shafted. A pistoleer races to Fanshot and with a BE pet can Master in a matter of days. With CH this is hardly the case. When will you be fixing CH experience to come into line with the other professions?
Message Edited by Pluto9Moon on 05-03-2004 11:08 AM
tastytom wrote:
meroc wrote:
How do current CH numbers compare, both to the October figures quoted in Astromech Stats and currentlyverses theother professions?
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who gives a rat's patoot. i want an answer to question that actually has something to do with game-play as it concerns this profession. i couldn't care any less about how many FOTM's have quit our profession. they no longer matter.
Exactly, its a low priority question that could be asked of someone else instead and it'd be a waste of both our and THs time if we asked that.
hmm, since I saw that the pikemen correspondent made 3 questions (I think, TH said that they had 3 problems that they gave him), so we could maybe do that?...
Pluto9Moon wrote:
Here is my question:
CH requires an overly excessive amount of XP. When will this be changed to come into line with other professions as far as seeing more equal amounts of XP/Kill. You might explain that this system is such because CH only needs to tag the MOB once. But there are many of us CH who soloed the way to the top and we get shafted. A pistoleer races to Fanshot and with a BE pet can Master in a matter of days. With CH this is hardly the case. When will you be fixing CH experience to come into line with the other professions?
Just saw your post barb and that is a great question as well.
Message Edited by Pluto9Moon on 05-03-2004 11:08 AM
CH XP is tough to get especially in the early stages. i have ground out CH once back in the day when you could use dual pets for double XP but since the XP requirements were not so high as the elite combat professions it went prety damn fast. they could have gone two ways with bringing us into line with the other combat elites. they could either raise the bar on XP per box or reduce the XP gained and leave the XP per box reuirement alone.
but im not tryint to flame ya by any means but we are in line with the XP gains of the other professions in most respects.
the stats:
master rifle: total XP to master once novice has been achieved = 3,675,000 rifle xp
percent of total per kill = .1142% this number is the average XP per kill of 4200 divided by the total XP combat XP is not counted since it acrues with the rifle XP and in general it is done when the person is ready to master.
Master CH total CH xp to master once novice is achieved= 892,500 CH xp
percent of total XP per kill = .1008% this number is the average XP per kill of 900 divided by the total XP
before the CH XP nerf the average percent per kill of the total was .2008% which was more than double the XP gains that the other combat professions were getting.
if you know how to grind XP 900CH and 4200rifle or any other elite skill is lowballing it.
currently we are in line with the other professions. the difference between CH and other professions is that ours requires us to be at the keyboard to grind out due to its interactive nature. and even then there are ways to macro CH unattended via ingame macros. same as any other combat profession.
ill save ya some time waiting for a dev response and say that the answer is we are inline with the other classes post CH xp nerf.
Actually, I vote that we do not submit a question. Just tell TH that since we have never gotten a straight and truthful answer since release, we decided not to waste our time. It might create some "visibility" to the way we have been treated.