Development Cycle Archive
Thread: Publish 6 Feedback: Creature Handlers & Pets
Along with all the problems already stated I have another issue too. I have a level 42 razor cat that I can no longer call from my datapad. My max level of pets is 45 and this pet is 42. I was able to call him from the datapad before the patch but now I get the message that says "You lack the skills to tame this creature". I've sent in a CSR ticket, but I've received no response on it yet. I have another pet that is almost identical (level 42 also) and I can call that one just fine, but it's my favorite pet that I can't call. I'm not trying to call them both at the same time either, I've tried over and over but I always get the same message. I hope you can help with this.
Sorry, forgot to add, both of my level 42 pets are Bio-Engineered and they both worked before the patch, but only one works after the patch now.
Thunderheart wrote:
There have been some reports regarding Creature Handlers and Pets.
Read the CH Board and check in with Vertexon, our Correspondent. It's all on the boards, really.
1. What are your issues?
Probably the biggest issue is the "running away" bug. Others have suggested that it's the mob and the pet each trying to get into ideal attack range vice each other or ideal attack position vice each other, and I think that's probably where the heart of this problem is. It's not the pet "running away" - it's the pet and the mob rapidly trying to adjust to each other. A long-time problem is that the pet (faction, CH, or BE'd CH) updates first on the screen, when it's actually the mob moving first - end result is that it looks like the pet is running away.
Next, lack of tamable "wild" pets equivalent to, or near-equivalent to what can be made by a BE. I think many of us CH's agree the BE class enhancement that went in on Publish 5 was a great thing - but CH's lost one of their cherished abilities as a result - taming and selling good "wild" pets.
/tellpet does not work consistently. Never has.
Lack of viability in PvP. The Publish 6 removal of decay-on-insured death was exactly what the community screamed for, however, pets still lose vitality in PvP, rendering the CH pretty much useless unless they have a combat skill as a backup. Pet vitality loss in PvP needs to go away. Along these lines, post-Publish 5, pets are no longer effective fighters PvP, irrespective of decay issues. TKA's and Commandos can take out the toughest BE'd pets in a matter of seconds - unrealistic at best, laughable at worst. Something here has to change - first would be the decay issue IMHO, and then address PvP combat viability.
2. What is the Pet description, specifically (type/level, etc)?
The "running" bug is type and level independent. All types now exhibit "running" behavior, across all levels.
3. Was it a Bio engineered pet or a tamed pet?
Both. The probelm is specific to pets, "wild" or BE'd.
Thanks for your input.
There have been some reports regarding Creature Handlers and Pets.
1. What are your issues?
- Pet appears to be running/chasing anything that it has agro onduring most fights, which is incredibly fustrating as a melee player - my own pet kites me.
- Pet stands directly on top of me any chance he gets, which can be a nusiance at times, other times its deadly because I cant target a mob attacking me while the pet stands there blocking my line of sight.
- The behaviour reminds me a lot of the "huge" skin mobs (Kimos, Tortons, etc) and how they constantly "back up" while fighting melee players, so you end up de facto chasing them while trying to stay within my melee range
2. What is the Pet description, specifically (type/level, etc)?
- Wide variety here, all with the same effect. BE Blurrgs (69), Razor Cat(63), Rancor (68)and Gurreck (65); Wild tames TMB (45), Greater Sludge Panther (25) and Kinad Baz Nitch (44).
Petsstandon top of me all the time
2. What is the Pet description, specifically (type/level, etc)?
All pets exhibit this behaviour from level 3 tamed cu pa up to level 20 tamed mountain dewback, also level 1 bio engineer huurton up to level 20 bio engineer Swirl Pong
3. Was it a Bio engineered pet or a tamed pet?
see #2 above
Thanks for listening, hope you can sort this ASAP, it makes fighting with creatures nigh on impossible! ![]()
Purlo
1/2/2/1 CH 1/1/2/1 BE
Ahazi server
1. current major bugs are-
/tellpet is bugged. It often fails to work for no apparent reason. I have replaced all of my /tellpet macros with /shout macros which, although it works, causes me to spam. The second MAJOR but is that use ranged use special 1, and use special 2 do not work AT ALL. It was the only positive things creatures have received in a long time, and it not working or even being commented on (Saying "we know and are working on it" would give faith to a lot of creature handlers). We've receiving nothing but nerfs for 3 straight patches, and our only promised perk is entirely disfunctional.
2. Same on all pets
3. Whether BEd or regular.
Recently got pets for 2 non-ch alts, both BE. Both have about 1200 health, other hams lower.
Jax 3/4 grown will be lv 9.
Hug-my-feet behaviour is cute, and ok with me. Actually makes him easier to target, as he is hard to see.
Observed some run-away behaviour, but it was a minor irritation, and seemed suitable to large opponent. Slow following across zone boundries (I think, unfamiliar area), not quite to point of complete stall. Occasional failure to return to me after mob death without being called.
Bol, 6/10 grown, mounted, will be lv 9
Stored once on dismount. No runaway. No follow problems (but I mostly rode).
Swallow-me-whole effectis a major irritation with this guy! Can't target anything, can hardly see! I have to tell him to stay, then move away, just to do something like close a camp.
ok lets see... these issues are with all my pets BE and natural ranging for cl25-64...
1. auto-store... this has always been a problem but it would happen like once a week or so, now its at least 4 times a day...
2. pet special attacks still don't work...
3. boundries and pets stopping has gotten worse after the patch, almost to the point it was months ago...
4. sideways running pets, same as always...
5. my pets stand on top of me...
6. every pet i own seems to run away from everything smaller than a kryte, but will stand and fight a kryte... please fix the attack range issues, i don't need to follow my pet 1k away from the mission lair only to come back and start over from scratch...
i know these have all been mentioned before, and i have others but not game breaking like some of these...
also could we get some more info on what the 30 sec rule for calling pets will be???
Wabit
Salporin_Wookie wrote:
I've noticed that sometimes my pet will act eratically, turning sideways while running behind me, stuttering and slowly falling behind. Used to happen occasionally before the patch, but last night happened a lot, with both myself and the person I hunted with. Mine was a cowardly gurreck (tamed) and my hunt partner's was a bio-eng cat. they took turns stutterstepping and half turning until we stored the troublemaker and made a camp to recall.
On a side note, what's being done about the vehicle hitpoint bug?
Also experienced his issue with the pet stuttering/running sideways. This was before the max level for non-CH pets was reduced. Haven't had my pet back out since then even. Happened on dantooine, bloodfin, if I remember correctly. Found that it could be resolved if I turned and ran at a 45-degree angle to what I had been travelling. IE, the pet would only walk in the cardinal directions. He would follow me north, south, east, west... but if I was going NE, he'd still be facing north or east and having a heck of a time keeping up.