Creature Handler Archive
Thread: Issue/Request List Housekeeping
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
- 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
- Pets that have been trained as Mounts will not follow their master
- 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:
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.
- 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
Message Edited by VempireX on 09-02-2004 11:43 PM
Message Edited by VempireX on 09-02-2004 11:44 PM
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
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.