Creature Handler Archive

Thread: Issue/Request List Housekeeping

Vertexon
Thu Sep 02, 2004 10:55 pm
#1

I know there's a lot going on right now, but the concern has been expressed to me that it might be time to make sure our Issue List is up to date (particularly now that Publish 10 is out the door). I'd especially like to make sure that the Top Five items on that list really reflect our five biggest priorities. Here's what's there right now:










  1. Pets 'poof' back into datapad occasionally. Seems more common in crowded regions, in battle, or right after dismounting a mount



  2. Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby


  3. 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


  4. Pets that have been trained as Mounts will not follow their master


  5. Ongoing pathing problems (pets start moving very slowly or stop following altogether)







Number 4 seems kind of suspect to me. Are there still people experiencing #4 in-game (I don't believe I have been for a while)? Is there anything in the rest of the list that deserves to be up here instead? How does the ordering feel?


Folks have suggested new issues/requests in theprevious thread, and I'd like to look at folding them into the list. Here's the rest of the existing issues:




















  1. The special attacks "Poison," "Disease," and "Knockdown" do not work with the specialattack1 and specialattack2 training commands. The useranged training command switches pets to Ranged Attack mode, but cannot switch them back to melee.



  2. 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.


  3. Remove pet vitality loss from factional deaths, to be consistent with normal item decay rules


  4. 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.


  5. 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


  6. 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?)


  7. 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.


  8. Ability to drop stored pets off either in a regular house or a specialized 'stable' structure


  9. 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


  10. 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


  11. 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


  12. Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)


  13. Some Creature Handlers feel they should be able to see a wild creature's Difficulty level without buying the Master Scout skill


  14. Mount wearables/armor such as we have seen concept art for in online developer interviews


  15. Ability to carry items on mounts (using them as 'pack animals' as seen in the films)


  16. Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets)


  17. Ability to sell tame CH pets on vendor/bazaar


  18. XP rewards to successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)


  19. CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs


  20. Ability to train pets through the commandline (i.e. /train followme Follow)


  21. More variety in creatures/pets in the wild. Different colors, slightly different capabilities, etc within a species


  22. More new pet commands/tricks









-Vertexon.
VempireX
Thu Sep 02, 2004 11:23 pm
#2



That summs it up, cant think of anything missing. Well done Vert


Edit:

Oh, 2 points i am missing in that list:


- PVP damage done to pets has to fall under the -75% rule

- Pets callable like vehicles through the toolbar

Message Edited by VempireX on 09-02-2004 11:43 PM

Message Edited by VempireX on 09-02-2004 11:44 PM



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Ayanami Daemmerung
Me vs. BHs 19:3
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JCooper2
Fri Sep 03, 2004 5:00 am
#3

#4 - Yep my level 52 BE Cu Pa does not like to follow my orders to attack anymore he just stands there did not have the issue until I trained him as a mount


#6 - Most definately.....having a Merek Deaths Head with both Disease and Poison specials makes him pretty useless to say the least


#13 - Please Please Please this would be really nice


#15 - Most definately.....I could lump many more pets into this arena (Great Plains Stalker, Arachne Widow.....) some 'wild' pets used by Master CH's should be feared regardless of the class of character you play.....if I remeber right Luke did not have a cake walk with the Rancor he encountered and he was a Jedi !


Thanks Vert fot the continued support and fight for our cause



Riverwind Flyingdust - Earth Alliance - Scylla
Elder Master Creature Handler

Konner Thomas - Scylla
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MrHawat
Fri Sep 03, 2004 5:34 am
#4


I would like to see more storage either datapad or structure in the top 5. I can live with the mount problem but we need more storage.
Wabit
Fri Sep 03, 2004 6:21 am
#5

my list of important things....






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)


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.


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


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)


Ability to carry items on mounts (using them as 'pack animals' as seen in the films)


XP rewards to successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)


Ability to sell tame CH pets on vendor/bazaar





personaly i don't like the:

mount armor or being able to fire special attacks from mounts... it takes away the terr neg advantage from those who have none (non-ch mounts), and even though mounts slow down, its still easier to kite a melee prof...


the 15 sec calling delay timer is dumb... but we did get a lil love when they put that in... if you wanna know how it could lead to exploiting heres how... 2 pets out, you are fighting a bigger MOB with one pet tanking the other is standing next to you... the tank get near dead send the other one in, call the near dead back, wait 60 secs, store, peace for a single sec, call a new pet out instantly, go right back to attacking... so i essence you aren't pulling a new weapon, you are pulling a new sheild out with now repercussions... it takes longer to drop one petstem than to do this... (i've done this with the 15 sec timer, its a pain but its a fair system)... /think i'm gonna get flamed for this...


i'd say leave the ability to seecreature lvl and special attacks to the MScout/rangers... it makes you spend SP yes, but thats the whole point of the SP system, decide on what you really want...


new commands... well we got them awhile back with the /pet, /hug, /slap, ect... but we also got the /summon, /beacon... think thats asking for problems...



one thing i'd like to see in place of the command lines is:

make it so the tamed animal learns the command the first time everytime (even if its put in the master box)... who uses the default commands anyways???? keep the radial menu, but if you don't like typing then make a few simple marcos for training (also useful for commanding your pets)... ie"/tellpet sit" with whatever symbol you want to use... (don't know if this makes sence describing it like this)


also FIX the FG's so they spawn...


Wabit




I can just see a "Wait for the Combat Revamp" and "Wait for the Smuggler Revamp" quote all rolled into one.
"Wait for the Smuggbat Revamp"
Smuggbat, I like that
GnomeAd
Fri Sep 03, 2004 7:24 am
#6






Wabit wrote:

the 15 sec calling delay timer is dumb... but we did get a lil love when they put that in... if you wanna know how it could lead to exploiting heres how... 2 pets out, you are fighting a bigger MOB with one pet tanking the other is standing next to you... the tank get near dead send the other one in, call the near dead back, wait 60 secs, store, peace for a single sec, call a new pet out instantly, go right back to attacking... so i essence you aren't pulling a new weapon, you are pulling a new sheild out with now repercussions... it takes longer to drop one petstem than to do this... (i've done this with the 15 sec timer, its a pain but its a fair system)... /think i'm gonna get flamed for this...





I wouldn't say you're going to get flamed, but I will disagree with you. To use your own analogy of a shield, I can change my armor even while I'm in combat. Sure, it takes longer now, but it's still faster than swapping pets under the current system. I don't really see how this could be exploited in the PvE sense. I can see some people complaining about it during PvP though. The reason is that you could pull a pet as a surprise during or just before a duel.I still don't agree even this is anexploit however, since you can do the same thing under the current setup. Hide your rancor (or a BE durni even) and give him the attack command after the duel starts.


In short, I still don't see how this can be exploited. I should be able to swap my weapons and armor just like any other combat class. Perhaps we can sell the devs on shortening the timer. Make it equal to the new weapon switch timer and it would kinda eliminate our argument, but still keep a timer in place.


Rurry
Fri Sep 03, 2004 7:24 am
#7

Here comes Rurry to upset the applecart again


My top five go like this -


1) pet levels to 100 or 120


2) More babies


3) more storage of some sort (love to be able to drop them in a house for display)


4) 75% PvP reduction for pets


5) This may be a new one to consider: Retention of buffs for the full duration. Let me explain.


Pets can be buffed by Docs too, as many of you know. The impact of buffing the secondary stats is enormous to a pets tanking power. Currently, the only viable way to do this is to have them buffed and not store them - with autostoring, shuttle trips, and pathing problems this can be a challenge. I suggest that buffs on pets be subject to the same timer as players - ie keep the buffs for your ~2 hours or so. So if they get poofed back into the pad you can re-call them and keep the buffs that they have. I know that in my experience, with my BE Rancor buffed, my stim use drops to about 1/3 of normal use - during a recent incap he was left alone battling 2 arachne queens and 2 widows, and barely broke a sweat as he held them off waiting for me to get off my duff.


Anyways Vert - to me these are the issues that would add the most to me, some of them seem to be things that could occur quickly - not waiting for the CR.




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TheMaestro2680
Fri Sep 03, 2004 8:49 am
#8

That sums it up for me



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Geko26
Fri Sep 03, 2004 9:11 am
#9

Number 14:


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 .


NEEDS to be moved up on the list.


This is really the only thing that makes me want to give up CH.... DAY after DAY. This should really make it into the top 5.


So I guess I would want.



1) Niche


2) Calling time (GRRR)


3) Babies for all level 70 and under creatures.


4) PvP


5) Pets running away when coming under attack.
OOM
Fri Sep 03, 2004 9:27 am
#10

My only suggestion at the moment is #14... if the devs still see a calling delay as essential thenmaybe aplanshould be devised to test the effects of reduced delay in the sandbox with a dedicated group of testers. Just an idea.


Cheers,

Aitwexoeth
Geko26
Fri Sep 03, 2004 9:35 am
#11

I am so passionate about number 14 that I figured I would post again!



Ya, my pets dissappear.... but not as much as they used to. I also experience some querky behaviour with the mounts and wish mounts had more significance. Following still seems screwed around server boundries but yet again, not as much as in the past.


The only thing that happens ALL THE TIME... is the 15 sec call timer.



This timer ruins many aspects of the game that it is not even funny, grouping, vehicles, etc.


Something else needs to be put in place.
DaBudo2
Fri Sep 03, 2004 9:44 am
#12

Still a great request list.


I haven't had any problems with #1, 4, 5 in quite some time so maybe I'm just lucky. Are others still reporting probs? And I've never had probs with #9.


As a ranger, I disagree with #18. Rangers have few enough advantages as it is. At best, possibly CH might have some limited ability but not on par with Ranger. (Though if I weren't a Ranger, I admit might feel differently about this )


#13 - if we can't have extra storage space, I still like that idea of a "training slot". So maybe that would be an alternative? (Extra storage, of course, would be preferred).




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jopenack
Fri Sep 03, 2004 10:01 am
#13

List seems fine except number 4,


pets not following is better than what it was once and is not mount specific. i would also add the summoning of pets to number 4, to stop the griefers in the cities from taking them away from people who dont use the stay command.


not sure how much you want here so il try an be brief


number 21 - can we include a lvl100 max for calling mult pets while still keeping single pets at lvl70 for taming. i'd personaly love evrything raised to 100 but dont want to push our luck lol



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