- Proposal
- I propose that wild tames have a tiered approach for stat generation that could result in a tame up to 60 points. Something similar to:
Common: 1-25 Points (50% Spawn Rate)
Uncommon: 26-35 Points (25% Spawn Rate)
Rare: 36-45 Points (15% Spawn Rate)
Epic: 46-55 (7% Spawn Rate)
Legendary: 56-60 (3% Spawn Rate)
By implementing a tiered approach for what stats 'spawn' on a tamed egg, and bringing the max to 60 points, you are empowering the Creature Handler to search out these rare pets. The majority of Bio Engineers are not selling sub 60 point pets, which essentially negates the impact on the Bio-Engineer.
Additional food for thought separate from the suggestion:
This tiered system could also be implemented as collections. An example below:
Tame 1000 Common Pets - Recieve a Rasp DNA
Tame 450 Uncommon Pets - Recieve a Graul DNA
Tame 150 Rare Pets - Recieve a Lava Flea DNA
Tame 50 Epic Pets - Recieve a Cohenpa DNA
Tame 10 Legendary Pets - Recieve a Rancor DNA
Master Tamer Collection - Master Taming Necklace
- Justification
- The impact should be minimal for Bio Engineers, the sale of Mutations and 60 point pets will continue virtually untouched. Mutations are still only available through Bio Engineers and the 60 point pets are a sure thing for the Creature Handler that is unwilling to put in the time to find a natural tame that is incredibly hard to get. As for Creature Handler, their ability to use a 60 point pet of natural tame or from a Bio Engineer will not change.
- Motivation
- I personally, as well as many other Creature Handlers look fondly on their memories of venturing out into the world to find that rare tame. Corellian Sand Panthers, Kilknik Queens, etc offered a fun solo or group activity for many who enjoyed the scouting aspects of Pre-CU and CU. This small adjustment would give them the ability to explore the world and tame viable pets, all while not applying any pressure to Bio Engineers or disturbing their current stake in the market.
Creature Handler traditionally was an exploratory profession that allowed the player to go out into the wilderness searching for new and exciting pets. There was a large range of sub species as well as different level tames to create a group dynamic that would be versatile and helpful in different situations.
With the advent of the New Game Enhancements (NGE), Creature Handler was removed from the game completely, leaving many alienated from their core game-play loop and the companions they had tamed along the way. The new system that followed with expertise based "Beast Master" (what is implemented on Restoration) tried to appease the old Creature Handlers, but it wasn't the same. The search for pets went from an immersive trek across the plains of Corellia, the canopies of Kashyyyk, and many other wonderful locations, to simply window shopping at your local Bio Engineer's shop (also a part of the Beast Master expetise).
The humble Bio Engineer gained a ton of content with a new crafting system that allowed for other crafters to contribute to the effort, as well as appearance and stat mutations, during the Beast Incubation Sessions. The crown jewel of a Creature Handler is the 60 point pet. These pets take considerable resources to create and in turn, demand a high price from Creature Handlers. They are the motivation that drives the economy for these two professions as well as bolstering other professions that supplement the process.
Restoration has done an exceptional job bringing the Combat Upgrade (CU) and NGE systems of Creature Handler and Beast Master together into a neat package, but I can't help but ask, does it feel like Creature Handler? Does this fit what so many Creature Handlers have looked for from "the old days" or other emulators? I think it's almost there, we have taming, we have the cool mutations and Bio Engineers reap the benefits, but what if we could do just a little more?
With the advent of the New Game Enhancements (NGE), Creature Handler was removed from the game completely, leaving many alienated from their core game-play loop and the companions they had tamed along the way. The new system that followed with expertise based "Beast Master" (what is implemented on Restoration) tried to appease the old Creature Handlers, but it wasn't the same. The search for pets went from an immersive trek across the plains of Corellia, the canopies of Kashyyyk, and many other wonderful locations, to simply window shopping at your local Bio Engineer's shop (also a part of the Beast Master expetise).
The humble Bio Engineer gained a ton of content with a new crafting system that allowed for other crafters to contribute to the effort, as well as appearance and stat mutations, during the Beast Incubation Sessions. The crown jewel of a Creature Handler is the 60 point pet. These pets take considerable resources to create and in turn, demand a high price from Creature Handlers. They are the motivation that drives the economy for these two professions as well as bolstering other professions that supplement the process.
Restoration has done an exceptional job bringing the Combat Upgrade (CU) and NGE systems of Creature Handler and Beast Master together into a neat package, but I can't help but ask, does it feel like Creature Handler? Does this fit what so many Creature Handlers have looked for from "the old days" or other emulators? I think it's almost there, we have taming, we have the cool mutations and Bio Engineers reap the benefits, but what if we could do just a little more?