Development Cycle Archive
Thread: Publish 6 Feedback: Creature Handlers & Pets
Hi
Im having the same problems myself
That is - my creatures seem to run away when they have taken very little damage
They seem to autostore VERY regularly - i almost never encountered this problem but now it is happening ogten enough to be a serious pain
They also seem to be ignoring me - especially the follow and attack commands - i ended up looking up at the sky incap last night when i took on a bad guy - sent in the pet - wouldn't go - ever - next thing i know in incap - with my pet looking at me with a rather dumb look in it eye!
And the standing IN me problem - that is really annoying - make training and feeding very difficult , and also if it is a big pet it seriuosly obscures your view when u are standing still, as its head seems to be in front of you and you are looking thru its mouth!
Cramar
1) Critters standing at ground zero. Every single pet I own stands on my head. I cannot use anything that is physically taller than my waist, or I cannot see around it (I play in first person mode, for the most part). This was not a problem until the patch was put in. Currently, it means that when finished fighting a mob, I cannot harvest, unless I move away, tell my pets to stay, and then go harvest, specifically because they are constantly in the way. This also has made milking more problematic than it should be.
2) Critters running all over creation. I expect a certain amount of movement from certain creatures, but others used to stand in one place when fighting my pets. Currently, every single mob that I've faced runs as far away as possible, unless I continually command my pet to kill/come/kill/come/kill, just to keep them all in a reasonable range.
3) Auto store. Before the patch, I actually barely knew about this bug, since it happened to me personally, so rarely. Currently, I can all but guarantee that my pets will decide to go hide in the data pad at a moments notice. I'm also unable to find any sort of pattern to their storing, either. They've done it when following me, when hanging out at camp being healed, when in the middle of combat (thank someone for burst run and the fact that I use a gun to kill, and can maintan some distance), when it was night, when it was day, when it was raining, when it was not raining, etc. All of this in about six hours of game time. I've already gone through half a crate of camps just trying to keep my pets around.At least I know where they went.
4) Pets not following - unless they are standing on your head. Again, I used to be barely aware of this bug, since it didn't happen to me very often. The other night, in between trying to figure out everything else, I was constantly telling my critters to follow me because they would get hung up on a blade of grass, or a flower, periodically. Interestingly enough, they could walk through rocks and trees, but couldn't get around a small flowering bush (that I just walked through, no less).
This happens with my birds, as well as my BE pets. It doesn't always happen but all too often. (This mainly happens after I've changed the commands so someone can use mine befriended.)
Pets seem to get into 'slanted' mode more often -- especially when you have 2 of them (I'm not a master CH anymore, so can't speak to 3 pets). When in 'slanted' mode they no longer move as fast. What seems to be the issue is that they're facing 20 degrees away from where you are from them, and their speed seems to be the closing rate from a triangle, instead of heading straight to you (though their motion IS directly to you). I've had luck using the stay command then telling them to follow me again. This has generally solved that bug. (I've usally moved on another 50 meters or so from where it starts before I notice and do so).
The pets autostoring problem is getting noticeably more severe, at least as I'm experiencing it on Ahazi.
I've been running meatlump missions out of Coronet, and my pets (all natural tamed, CL 19 dewback, CL 24 savage humbaba, CL 24 kusak stalker) are autostoring upon return to Coronet, just after I get the "you have entered Coronet" message in the combat spam.
Haven't had a pet store in the middle of combat today, but it's happened in the past. Did have my dew decided to leave me after combat on a meatlump mission to the N of Coronet.
TH...
alot of people are agreeing with me that Dantooine (and some say Talus) are ghost planets. Each time I have gone to Dantooine in the last several weeks, I run into maybe 5 lairs after an hour or two of searching for some good creatures to hunt. And those 5 lairs are mission lairs. Maybe this is only on Lowca somehow, but you guys need to look into it please. Even if Frenzied grauls and seething bol crushes and whatnot spawned babies (which they dont) they are impossible to find anywhere on the planet
1. What are your issues?
Pet running around, not listening to commands, sent to attack a stormtrooper in a group and it attacks for a little while, then decides to go attack other troopers, over 100+ m away without being told to, while the other stormtrooper (the one it was told to attack) starts attacking me, incapping me, then deathblowing me. This leaves my pet on it's own, eventually getting incapped as I can't get back to it in time, and because it was a stormtrooper, my pet loses vitality.
In addition to this, when I go to attack a group of stormtroopers (for a themepark or mission) my pet occassionally runs away, or the stormtrooper it is attacking decides to run away, leading us (me and my pet) on a chase that often covers more than 500+ m. Then, when I finally take out this stormtrooper, I have to go all the way back to the others to take them out so I can complete my mission, when, the preceding happens all over again. This is highly annoying, as it takes about 5 times longer to do it this way, as I have to keep running 500+ m to kill the stormtrooper then 500+ back to do it all over again for the next.
This is reproducable with any of my better pets, and was not an issue before the patch.
2. What is the Pet description, specifically (type/level, etc)?
Level 22 Narglatches
Level 30 Giant Sand Beetles
3. Was it a Bio engineered pet or a tamed pet?
All of my pets are currently tamed pets, not bio-engineered.
I have been a big fan for being a creature handler for a long time. In a funny way, I imagined myself being like Jabba's creature handler who's rancor died from fighting Luke. Not unlike him, I am sad that mycreatures go down too easily. I have gotten many Bio Engineered pets. They seem to be the only way to have a decent creature for fighting. Commands to use their special or rangedattacks never seem to be working right.
I have been playing SWG for almost seven months. I remeber walking intoa city and seeing a Giant Vermok and being in a gasping awe. I was so scared to even think of fighting a creature handler. My concern and input is that someone like a Teras Kasi artist, who spend less skill points, can fight my creatures as if they were nothing. Something really bad happend in the creature handler patch. Unlike many other patches that help Artisan classes, you hurt the creature handler class without almost no recovery possible. It was beyond a wonderful idea to revamp the skill tree in creature handler. To help the creature handlers, my suggestion is that you should lower the creature control lvs for the creatures in the game or to increase the creature handler's level to control. Another possible suggestion is to make it possible to call creatures while in combat. This might sound like a too powerful ability, but if a creature handler walks into a covert scanner, and enters combat, he would not gain the same abilty to defend himself that other classes always enjoy. I just wanted to let you know that I love all the hard work and thought that all of the developers put into SWG. I know that you are all over worked. I really appreciate all that you do. I hope that my small input or hopes has let you know what this one small player desires.
Begname Lightsky
Master Creature Handler, TKA 3-0-0-0, Commando 0-0-4-0