Creature Handler Archive
Thread: Feasable quick fixes.
18. 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
22. Make wild creature stats better reflect baby rarity (very rare creatures should have power commensurate with their rarity)
25. Prevent pets from losing their buffs when stored/auto-stored
27. Allow CH XP to be exchanged for Force Sensitive Combat and/or Reflex XP (particulary since Force Sensitive Survival is a Reflex branch)
28. Prevent pets from "stealing" the faction point reward from their master for participating in a faction kill
29. More meaningful error messages when a pet trade fails (currently says "Too many pets" even if that’s not the actual reason the trade failed)
30. Remove the "pet trade in" program from NPC Creature Handler Trainers. This has outlived the reason for which it was created, and now only serves to create confusion
31. XP rewards for successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)
32. Implement an easy way to see your active pets’ HAM without having to group with them (large groups of players tend not to allow much room for grouped pets)
35. Take away the (baby) part of a pet’s name when it reaches full growth (or allow pets to display "titles" showing their species)
36. Ability to train pets through the commandline (i.e. /train followme Follow)
and finally
ALLOW EXTINCT PETS TO SPAWN BABIES AGAIN!!!!! (they already have the artwork they just have to change the algorithm that determines baby spawns)
18 and 22 just require changing some creature stats which shouldnt be to dificult
14 and 28 are prolly my biggest pet peeves in the game fourtinately they dont seem to hard to fix.
these may not be our biggest problems but they are the most feasable right now IMHO. If anyone else would like to add something Ive missed please do so and please leave requests that would require a great deal of programminglike alot of new content out of this post I would like to keep it to simple fixes that wouldnt require alot of work for the devs.
Joker9125 wrote:
I know different things require different ammounts of programming so lets make a list of things the Devs could do that would take a minimal ammount of programming and still help us out. If your gonna put down suggestions for mountablearmor, weaponsor more mount types dont bother because those things require a fair bit of programming. AlsoI thinkpet item storage isnt really feasable given the databank problems the devs are having andIm also not sure if asking for babies to spawn would be really feasable either because they have to make more artwork for each stage of the pets growth (Ive played around with digital modeling before and it takes a fair bit of time).
Here are a few things I think would be fairly easy to impliment (mostly taken from the issue/request list)
14. Pet-calling delay of any length is not needed outside of combat, 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
18. 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
22. Make wild creature stats better reflect baby rarity (very rare creatures should have power commensurate with their rarity)
25. Prevent pets from losing their buffs when stored/auto-stored
27. Allow CH XP to be exchanged for Force Sensitive Combat and/or Reflex XP (particulary since Force Sensitive Survival is a Reflex branch)
28. Prevent pets from "stealing" the faction point reward from their master for participating in a faction kill
29. More meaningful error messages when a pet trade fails (currently says "Too many pets" even if that’s not the actual reason the trade failed)
30. Remove the "pet trade in" program from NPC Creature Handler Trainers. This has outlived the reason for which it was created, and now only serves to create confusion
31. XP rewards for successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)
32. Implement an easy way to see your active pets’ HAM without having to group with them (large groups of players tend not to allow much room for grouped pets)
35. Take away the (baby) part of a pet’s name when it reaches full growth (or allow pets to display "titles" showing their species)
36. Ability to train pets through the commandline (i.e. /train followme Follow)
and finally
ALLOW EXTINCT PETS TO SPAWN BABIES AGAIN!!!!! (they already have the artwork they just have to change the algorithm that determines baby spawns)
18 and 22 just require changing some creature stats which shouldnt be to dificult
14 and 28 are prolly my biggest pet peeves in the game fourtinately they dont seem to hard to fix.
these may not be our biggest problems but they are the most feasable right now IMHO. If anyone else would like to add something Ive missed please do so and please leave requests that would require a great deal of programminglike alot of new content out of this post I would like to keep it to simple fixes that wouldnt require alot of work for the devs.
I know the anser to this one
Pick me Pick me!!!
IT's.............................................................
Wait for the combat revamp, that will fix everything.