Scout Archive

Thread: New Message About Camps, Pets, Droids, and Vehicles

Seiryuu
Sat Feb 28, 2004 9:43 am
#14

Delta, maybe I can't change your mind, but Sio's point is we (CHs) are being punished for things we aren't responsible for, are unneeded, and are simply aggrivating.

Camps were first removed from the calling requirement. Yay! Then the 30 second call was a step backwards for CHs because we already have camps. The artisans benefit, but we lost out. Then they changed it to camps or 30 seconds. But they also added additional timers to us. We have already been nerfed into the weakest combat profession and yet they do it again. Letting us call instantly would at least be admitting that our pets are as vital to us as your gun or sword is. Instead they kick us while down. And they justify it by griefing which makes no sense.

Your AT-ST example. Only a small fraction of players would ever be affected by this one way or another. It is also easily ten times the power, if not more, of the best pet a creature handler will ever own. Yet it is the "proof" we are given time and time again as to why we need these timers. Most Creature Handlers think the AT-ST is an overpowered pet that should never have existed.

As for real pets in PvP, they are pointless. Any novice elite combat profession can shred them quickly or simply ignore most of them. Only newbies or crafters have anything to worry about, and they should when confronting any master of combat profession. The power difference is staggering between a CH and any other combat profession however, on the same scale as a newbie versus a top of the line BE pet with specials chosen for PvP.

Further, this change isn't only about the camps. Now if we are aggroed by as so much as a gubbur, we can't pull a pet for 60 seconds. Then we have to wait 30 seconds for it to show up. However, if we are attacked in those 30 seconds, the call fails and we start back with a new 60 second timer. Sure we could reduce that next 30 second timer by making a camp, but when something is trying to eat us, we don't exactly have 60 seconds to wait around in a tent. We might get a few seconds to call a pet were there no timer, but not a minute and a half.

If you think this is such a good idea, I dare you to try switching weapons using these rules. You have to start out with something you're not certified with to simulate our auto-store bugs and after every couple of fights to simulate swapping pets. If you have fun, let us know. (Not that we'll believe you.)



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DeltaXi65
Sat Feb 28, 2004 11:52 am
#15


Sio,


It is you who isn't understanding me: I am not talking about this nerf.


I am talking about the pet calling rules that were createdBEFORE JUNE while thegamewas in Beta. Why camps were required ORIGINALLY. I am fully aware that you cannot call a pet out in the middle of combat. That's not the point that I am trying to make and it's not what I have been arguing at all. What I am saying is that in developing rules as to when and where you pull out a pet was based on this idea that the Devs had when THEY CREATED THE GAME. That's why we were restricted to cities and camps before. They didn't want pets being used to destroy the balance in the middle of a fight.


No offense to either you or Seiryuu, but I am not a CH. This isn't the CH forum. I don't work on CH issues, despite having played nearly every profession in the game, CH is one that I have never played. I don't know your issues so I won't try and justify the Devs to you guys, because I can't coherently argue their point of view - and that just makes you angry.


For Scouts we had a full nerf - the removal of one of the primary reasons people use camps. Even if we had a camp up, we would still be forced to use the 30 second timer.Now we have a half nerf - anyone can call a pet/droid/faction pet/vehicle/mount anywhere, anytime but if you use a camp or are in a city, you don't get the timer. That is better for US.


I misread Sio's point in the beginning of this argument, because I thought he was talking about Scouts.


Guys, I know you may not be happy about this "nerf", but complaining to me doesn't help because I am honestly not well versed on your issues. Vertexon knows much more about this than I do, and I'm sure that he's going nuts trying to get it fixed.


Now can ya'll please not try and make me look stupid?


B


Message Edited by DeltaXi65 on 02-28-2004 01:52 PM



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Hakai
Sat Feb 28, 2004 12:26 pm
#16




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Seiryuu
Sat Feb 28, 2004 2:05 pm
#17

Well, the problem with using the beta stuff is that the rules have changed since then.

The calling in camp restriction was added to prevent what you said. The devs quickly realized that it solved nothing, so they added check against us calling in combat and the 60 second timer where we cannot store a pet that has been in combat. Those two things stopped any possible grief or exploit that could happen.

Camps were not reverted, however, and the devs continued to hold the mis-guided belief that they were solely responsible for altering the balance when they changed nothing. (Zip. Zilch. Nada.) We finally convinced them of that which was why the camp requirements went away. Then someone came up with the even worse idea of a timer, then back to square one after we complained.

The camping requirement is an archaic system that was solved completely and more effectively by a different system and not removed. That is all it is.

I should also remind you that every creature handler is a scout by definition and that the basic camp is sufficent to call any pet or vehicle. Using it as a defense as to the worth of all camps simply shows they are all virtually worthless. Remove the camping requirement and the new 30 second wait and make camps desirable. That is the only real solution.

Anything else means camps are going to continue being worthless. We need to admit that and get them fixed, not grasp for reasons why this is a "great" compromise.



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SioBabble
Sat Feb 28, 2004 3:14 pm
#18


Delta,


I'm aware that the original reason, from beta, for the connection between pet calling and camping was to prevent people from calling pets instantly. The problem, of course, is that that alone did nothing to solve the problem, since most PvP takes place in metropolitan areas where you can't throw up a camp in the first place.


Which begs, yet again, the question: why is there any connection between camps and calling anything in the game NOW, if the reason for doing so is tied to combat concerns, and there are already two mechanisms in place to deal with that. Why any 30 second calling delay, or why the 60 seconds out of combat delay that is pointless because there's already a 60 second delay in returning pets to the datapad after combat?


The griefing concern has been addressed. No one is asking to be able to call any type of pet while in combat. No one is asking for the 60 second storage rule to be changed. What we want to know is why the devs are offering this phony "compromise" when there is actual gameplay experience, from when the declared residence bug was in effect, that being able to call at will anywhere, aside from the existing combat exemptions, is griefing or has any other negative impact on play?


Given the perpetual bugginess of both vehicles and now mounts, who magically store themselves to the datapad in the middle of nowhere, why are players being asked to again take another time sink hit that is aggravated by the inability of this group of developers to squash play killing bugs that have been around since beta?


I am completely in favor of making camps more desirable, but tying their use to an aggravating bug is no way to conduct a public relations campaign for the scouting profession. It is, instead, yet another reason for players to throw up their hands, cancel their subscriptions, and go play the next MMORPG that comes along.


But since the parasitical suits of SOE are in this for short term profit, not the love of Star Wars or the game, but merely to take the money and run, those of us who give a rat's ass about this game are driven to take the only action these Niemodian scumbags understand: cancelling our subscriptions.


Message Edited by SioBabble on 02-28-2004 02:18 PM




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DeltaXi65
Sat Feb 28, 2004 3:30 pm
#19

Guys,


CHs may be, by definition, Scouts, but I do not represent them, unfortunately. So I can't address your concerns as to these issue.


And you also need to understand that the griefing concern and the combat concerns are only two considerations as to why we needed camps to call certain objects. There was also the goal of keeping the cities important - of having folks use the med centers for example, rather than just get a medical droid.The Devs had to balance the annoyance with a way to ensure that the behavior that they wanted to implement was reinforced and the behavior they wanted to curb was not.


N'Raas and I have been working hard to get the camp changes that we've developed implemented, and I know for sure that they have been reviewed by the Devs because Thunderheart confirmed it to me personally. But nothing in the game gets done overnight. There's at least a three month lag time between an idea being presented, it being coded and tested, and it being introduced into the game.


I just find it very odd that some of the folks who came in here and complained long and loud - even to the point of calling me out of touch and suggesting that I should resign - to have the camp requirements removed got their wish, and now are complaining again.


There ain't no such thing as a free lunch - if they Devs are going to give you something, they're going to take something as well, to ensure that balance isn't removed.


Now if you guys all want to up and cancel your accounts and quit the game over this camp issue, feel free. But I have seen a lot of new content, a lot of good changes, and a lot of good work put into this game since day one and if you are all blind to that, perhaps that's the best thing.


In any event, I've made my point here - if you guys want to keep arguing about why this new change is just as horrible as the old system, then take it to the CH boards.


B



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