Creature Handler Archive

Thread: A Few CH Question/Answers

Vertexon
Tue May 03, 2005 7:10 pm
#1

I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:









What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.


Special attacks have been broken with the new AI code and will be fixed as soon as possible.


Why can't we see damage resists on creatures any more? Do creatures still have resists that we just can't see for some reason, or are Health and Damage the only stats that matter (which again damages pet variety and combat functionality).


The resists are still there, but the examine info was broken when we changed the armor system. This is also on the list of fixes being worked on.


Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.

Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.









-Vertexon.
NyghtsSecond
Tue May 03, 2005 7:18 pm
#2

Welp, thats better then the BE's where they only planned to fix 1 of 3 they broke. At least they say they are planning to fix 2 of 3.


The third really hurts however. So, just use the biggest gun you've got. Like everyone else. hmm..





----------------------------------------------------------------------------------------------------------------------
"you're making the game for your audience, not for yourself." - someone important...
I am the audience.
Ko-aIri
Tue May 03, 2005 7:21 pm
#3

The answer to number 3 is irritating but expected. The other two I'm glad to hear.

I wish they'd give us tamable level 80 pets so our pets could stand up to content at our max level... they still die pretty fast at level 65-70.



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
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...has been recognized as having an exceptional biography (Ko-a)
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theorb22
Tue May 03, 2005 7:22 pm
#4

Its nice that we officialy know special attacks are intended, I was getting worried for a bit with all this conjecture that they were being removed on purpose . The skill to train the command also appears to of dissapeared as well.





november 5th 2005- greatest hotfix ever
" you may now board shuttle while burstrunning, running normally, shuffling, walking, standing, sitting, prone, hopskipping, jumping, AND MOST IMPORTANTLY, YOU MAY NOW BOARD SHUTTLE WHILE BREATHING!!!!"
Siruswhite-star
Tue May 03, 2005 7:25 pm
#5






Vertexon wrote:

I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:









What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.


Special attacks have been broken with the new AI code and will be fixed as soon as possible.-at least they are recognizing us.


Why can't we see damage resists on creatures any more? Do creatures still have resists that we just can't see for some reason, or are Health and Damage the only stats that matter (which again damages pet variety and combat functionality).


The resists are still there, but the examine info was broken when we changed the armor system. This is also on the list of fixes being worked on.-I can understand and accept this answer since there have been questions about the effectiveness and working order of armor in particular from gorath community members, and since creature armor and player armor pretty much go hand in hand, it is understandable that if one is broken then the other will most likely be broken as well


Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.

Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.












Thanks for the info Vert



Sirus White-Star-The Hot Horni Badass looking medic-{DMG-I}

Fariana-Electrifying Jedi-{DMG-I}
Vertexon
Tue May 03, 2005 7:30 pm
#6






Siruswhite-star wrote:





Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.





Yeah, I would love something like that. Perhaps something along the lines of Ultima Online's "pack instincts" system. Where multiple pets controlled by the same handler get a direct stat bonus for working together in a group. In that particular case, the pets had to be of the same "pack mentality" (canine, feline, arachnid, etc) to get the bonus. That could be realized in SWG in many forms. Health, Damage, Resists, Embolden-style group special attacks (as you mentioned), etc.




-Vertexon.
Siruswhite-star
Tue May 03, 2005 7:43 pm
#7






Vertexon wrote:





Siruswhite-star wrote:





Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.





Yeah, I would love something like that. Perhaps something along the lines of Ultima Online's "pack instincts" system. Where multiple pets controlled by the same handler get a direct stat bonus for working together in a group. In that particular case, the pets had to be of the same "pack mentality" (canine, feline, arachnid, etc) to get the bonus. That could be realized in SWG in many forms. Health, Damage, Resists, Embolden-style group special attacks (as you mentioned), etc.







That would neat and would give many-a-option and CH customization. But here is the part i'm goin to get flamed for, i also think their should be a penalty for using multiple species. Come-on, people that foster lion cubs, let teh cubs and their domestic animals interact and play together but that lion cub is wild and has natural hunter instincts. So one day they could be playing fine and the next the domestic animal becomes food.



Sirus White-Star-The Hot Horni Badass looking medic-{DMG-I}

Fariana-Electrifying Jedi-{DMG-I}
Daire_Courant
Tue May 03, 2005 7:45 pm
#8


I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:







What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.


Special attacks have been broken with the new AI code and will be fixed as soon as possible










For this I am not going to be dropping CH and respecing............Thank you for this


Axo

Master (soon to be) creature handler

Chimaera




Siruswhite-star
Tue May 03, 2005 7:57 pm
#9






Daire_Courant wrote:


I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:







What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.


Special attacks have been broken with the new AI code and will be fixed as soon as possible










For this I am not going to be dropping CH and respecing............Thank you for this


Axo

Master (soon to be) creature handler

Chimaera









Hopefully this will sway some Vet Ch's into staying a little longer.



Sirus White-Star-The Hot Horni Badass looking medic-{DMG-I}

Fariana-Electrifying Jedi-{DMG-I}
lycanthropy
Tue May 03, 2005 8:45 pm
#10






Siruswhite-star wrote:





Daire_Courant wrote:


I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:







What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.


Special attacks have been broken with the new AI code and will be fixed as soon as possible










For this I am not going to be dropping CH and respecing............Thank you for this


Axo

Master (soon to be) creature handler

Chimaera









Hopefully this will sway some Vet Ch's into staying a little longer.





this deserves a beer raise! i am seriously making myself a whiskey sour now because of this news! number three is to be expected though, however i dont plan on releasing my giant glass snakes, their almost transparentness is kinda cool.



Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
taloncard
Tue May 03, 2005 9:15 pm
#11

Translation:

Yes we pushed forward a buggy unfinished system.

and we finally nerfed that +3 pets for MCH that we have been trying to nerf since Dec'03


Well I guess it is better than the answeres for doc: no
no
and of course no.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


obeewan
Tue May 03, 2005 9:47 pm
#12

Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.


Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.



This is very interesting


On test the other night, fighting 58's on DantooineI did much better with a 32 and 35 pet than with a solo 51 graul



Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Freth
Tue May 03, 2005 10:17 pm
#13

In answer to #3 and subsequent comments...


Don't we already have Embolden/Enrage pets? This could be enhanced by a modifier when three of the same pet type are used together. While I understand the power of multiple pets, you have to keep in mind that the pets' levels are weaker and they can still get hit hard by a high level mob. Some sort of pack modifier would be nice to increase damage, but you're still going to have the pets be weak because they're just not up to snuff and they will take damage.


I can't believe people will cancel their account because specials are temporarily broken. It almost seems comical. When people get that cynical about a game I think they do need to quit and move on.


The specials will be fixed. All rejoice.



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