Development Cycle Archive
Thread: Publish 6 Feedback: Creature Handlers & Pets
Some comments: Devs, we pay a lot of money to play this game, and have invested a lot of our time into getting the CH profession. If youcontinue toscrew this potentially great profession up, it will become something that only hopeless masochists try to master. PLEASE, stop breaking it, and just listen to what us CH's have to say about it.
Pets running away in combat is by far the worst problem. These are pets that have at least 3/4 of their HAM, not pets that are almost dead.
Jabber, on Wanderhome
CWEGuru wrote:
mmaughme wrote:
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?
I run Enraged Rancor missions to get CH xp about 1100 xp per Rancor. I get about 100K CH xp in an hour.
I believe each hunt should be geared as to what you are trying to accomplish, the type of hunting you were doing was for collecting Insect meat and shouldn't be used for CH xp.
Gaping Spiders are only level 26 I believe and CH xp is based on what level the pet is compared to the MOB.I use 4pet stimpack c's every few minutes on my Graul when the Rancors gang up on him.
I believe what we are seeing the last week is intended to destroy the CH profession. If not why are we getting no response to the many posts here?
I completely agree that the xp should be dependant on what you are doing. Xp is hard to come by as a low level CH however. CH's who cannot handle high level pets are unable to take on creatures that will yield high amounts of xp, which means they will progress slowly. I think that CH should get user xp for pets that they tame and then trade/sell to other players. As long as it is a decent amount this would provide a good way to bolster xp for CHs who are not necessarily as involved in combat. As a sidenote, i'm not sure if this happens or not, but more UXP for BE also would be a good idea since i'm not sure they get any at the moment (or at least not in noticeable amounts).
1. pets are still under my feet
2. all pets i have
3. tamed pet
Mounts.
Carrion spat. Tamed from wild. Will not follow unless commanded thru /tellpet (yea /tellpet worked for me for once )
Creatures
CL 35 BIO razercat
CL 28 BIOSuper10 Razercat
Could not make up their minds but finally decided to stop 1 m from me which for their size worked out to be the same as 0 and they both stood in each other.
When first called they appeared at 0. I then grouped them and walked a short distance while watching them. They took their time starting up to follow and the first time they stopped a respectful distance (4 and 6m I think) then I told them to wedge and they came closer and spread out as expected. I then went walking again and stopped and they stopped a little closer. I got into a vehicle and drove a short distance and then noticed that the cats had chosen 1m as the distance they now wanted and had forgotten the wedge command.
-=Indene-=
After taking a short break (2 weeks), so I thought I will come back for just a bit of fun with the new dungeon. Guess what? All pets are stuck on the first entrance. So CREATURE HANDLERS ARE NO LONGER WELCOME IN DUNGEONS.
After waiting 10 minutes for a shuttle, I sit there and wonder why should I wait 10 mins? What is the damn point of making me wait 10 mins? Just so that I can experience point 1?
Well, frankly speaking, I really don't give a damn anymore about this game. What is the point of all these balancing passes that takes 5-6 months to complete? What is the point of a "perfect" system?
I want FUN now, not 5 months from today.
WHERE IS THE FUN? how can this be so hard to understand?
WHY ARE CH NOT ALLOWED IN THE NEW DUNGEON? If I am a CH, then what is the point of playing with this new content?
To Thunderheart and all the devs, you can keep your "PERFECT" BORING AND FRUSTRATINGGAME. You can keep your excuse too.
Basically, I had enough since you have shown that you cannot understand this point.
Creature Handler Issues Febuary 25th:
1. Pets do not listen to commands using /tellpet.
2. Pets sometimes will not listen to commands using /say.
3. Pets take a long time to react to any movment/combat command.
A. PetSits in the attack position for about 30 seconds before reacting and attacking also with the follow command.
B. Pets Stop attacking (like they are in a perm posture change to prone) re-issue of the command will work if itgoesthru.
-Make Forage usfull and more varity.
-Add creatures with different colors in the wild to make them more personalized (not every gurcat, dewback, and quakerand so onshould have the exact same look).
-Randomize mission types regardless of level so the player can choose to take a huge risk or a low risk.
-Add bunkers to missions to make it more exciting and versitile.
-If a mission says "resuce downed piolet" make it so that once you destroy the mission you drag the piolet back to safty.. do this with other missions and have them follow the little story they claim to be a part of.