Development Cycle Archive
Thread: Publish 6 Feedback: Creature Handlers & Pets
Thunderheart wrote:
There have been some reports regarding Creature Handlers and Pets.
1. What are your issues?
2. What is the Pet description, specifically (type/level, etc)?
3. Was it a Bio engineered pet or a tamed pet?
Thanks for your input.
Just look at the Bug list that has been given to you since you got your job, and every Month after that. ALL the same bugs are on there, some are worse, then add the pets standing on top of you as a nice new bug.
Still no update. They don't seem to understand how screwed up things are, if they're just leaving it till they don't have any other particular thing to do.
It can't be that hard to fix...undo whatever you did to pet ai. Sheesh.
I mainly use a level 30 Brackerset(Natural), a lvl 50 Blurg(BE'd) or a level 35 Graul Mauler(natural). Since last publish I'm seeing an increase with the following problems.
Pet Pathing problems- Pets getting stuck on walls or object more often especially in cities. This is definatly worse with my larger animals. (grauls) My graul Mauler was having a hard time getting around Mos Espa. He would not pass through walls if he got stuck like he used to. I see this as a HUGE disadvante for us CH's in PVP and PVE. Sets our pets up as easy targets. Marksman just have to stand on the other side of an obstacle. To get pets UNSTUCK I have to place myself where there is no obstacle between me and my pet and call him a couple times before he'll unstick from the wall and come to me. In some cities (Mos Espa) for example my graul would get permanantly stuck and I"d have to store and recall him.
Pet Autostore-This has increased somewhat dramatically. I used to hardly ever experience a pet autostoring now it's a regular occurence. I'm mainly seeing it when I have two pets called at once I think.
/tellpet stops working- Not too common but have had a couple occurences of pets failing to respond to /tellpet commands. Storing pets and recalling them seems to fix but it's little help when it stops working in battle or anywhere in the wilderness without camps and only broken crafting tools. *wink*
Pets standing on top of me and each other- When your pets follow you they insist on standing right on top of you now. They also stand right on top of one another. I have no formation skills yet so I don't know how they work with those. The pets standing on top of one another is really annoying when trying to grind xp with tame/train/release because you often click on the wrong pet. Also looting and harvesting has gotten more difficult due to this because large pets standing RIGHT on top of you makes it difficult to target a corpse. Have to move the camera angle around so the pet isn't blocking the corpse.
garb0 wrote:
oo oo another one i forgot
8) pet feeding, you cant select what to feed it, and most of the time it ends up eating you good food which cost you loads instead of the just naff food you bought for it
The pet will eat the first thing found in the inventory, from top to bottom, left to right.
If you want to protect your good food (or spice, for that matter) from your pets, put it in a cargo pocket, backpack, or satchel.
SioBabble wrote:
The pet will eat the first thing found in the inventory, from top to bottom, left to right.
If you want to protect your good food (or spice, for that matter) from your pets, put it in a cargo pocket, backpack, or satchel.
I used an unlocked container in my inventory, but the principle is the same.
One time my girlfriend was feeding her pet and quickly realized she'd fed it her spice by accident. We both started grinning, imagining her pet becoming some sort ofinsanely powerfulcrack-powered monster,shredding friends and foe alike and tearing through krayts and rancorslike so much tissue paper.
Alas, no such thing happened. We were a little disappointed.
I have a serious issue with CH XP. Why is it so ridiculously slow?
Last night I was hunting with a couple of friends on Dathomir. We were pinging spiders and mites, for the ultra-high-quality insect meat I need for pet stims.
In the two hours we where there, my friend managed to cap out his trapping XP after gaining 39,000 XP. We have no idea how much more he'd have gotten had he not capped.
In the same two hours, I managed to get a measly 9,000 CH XP.
How the hell am I ever supposed to reach Master at this rate?
I was fighting with a CL 34 bio-engineered slice hound. Some would say that's the problem. But frankly, even this beastie was getting the crap kicked out of him when the gaping spiders would gang up on him. I probably went through four 29/718 pet stims just healing him back up. Anything less than this particular pet would have had a much more difficult time.
Let's look at this. 9,000 XP in two hours. Each of the Level 4 boxes requires 140,000 XP to complete. That's 560,000 XP, plus I still have Empathy II and Empathy III to complete. Another 130,000, for 690,000 XP. Divide that by 9,000 and I'm looking at almost 77 additional hours of straight combat to reach Master.
It's absurd.
I've already concluded that, as a BE, it's more efficient for me to sit outside Tyrena sampling yard trash, and cloning, taming and training gnorts, at 1,300 XP apiece. But this isn't something just anybody can do.
Further, that my friend can get 39K+ of trapping XP in the same two hours I get 9K of CH XP is just absurd. Why has there been so much focus on combat balance, but none on XP balance?
Is it the Dev' intention to completely destroy the CH profession?
Yserbus wrote:
I would get the spider down to 100-500 ham and it would disappear. this would also cause my pet to disapear also. The ham on my pet would be 3/4 or so before they disappeared. I would camp and call the pet again and the ham would be almost gone. Very frustrating to get the MOB down to nearly no HAM and not get any XP, and a wounded pet to boot.
Disappearing pets/creatures/items/vehicles is a feature of SWG, dont be frustrated just see it as an extra challenge.
/lol
Problem: All but my Greater Sludge Panthers run while in battle, as well as the Great Autostoring Bug
Types of pets: Varies, will list them below
BE?: Some are, some aren't both styles do run though
Types of pets used: BE Kimogila.. Runs off in battle, more to the point, gets chased in battle * when I get my new vid card, I'll make a movie of a Kimo running from a Kreetle or something like that and put on the web for everyone to see.
Rancors: Both caught and BE, these guys fight, then stand there, stretch a little, complain they are hungry or want to play, all the while I'm getting nailed into my coffin
Aakhperkare wrote:
On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...
So this is our response to the pet running bug? Is there even a point to this thread?
And what is that even supposed to mean, TH? It's personality change? When did pets have a personality...
Some pets ARE cowards, at certain points. My ronto was fearless in the face of meatlumps and swoopers, but put it up against a vesp, or even a humbaba,and it would run like hell.
However, the problem now is that pets that had been pretty courageous in the face of serious opposition now run like the dickens away from much less formidable opponents, and it all started on the day that publish 6 went live. So there's a correlation here, even if TH wants to wish it away.
Example: my savage humbaba, which has been known to stand toe to toe with fambaas, suddenly decided to run away from voritor trackers the other day. This on publish day. This is a new behavior on the part of my savage humbaba.
My dewback, normally fearless when encountering anything at or below his own level, now runs away from kahmurras.
Others are reporting that creatures that rarely, if ever back down from combat, like big cats, are now running away like stormtroopers from opposition.
If my formerly quite brave pets suddenly become inclined to run away, and it happens on the day of a publish, I'm inclined to think the publish created a change, either inadverently, or by design, be it openly and with much fanfare (the Imperial crackdown) or in the form of one of the infamous stealth nerfs that the devs hope the players don't notice.
We've noticed this change, guys, and we want some answers.