Bio Engineer Archive

Thread: CL 10 Creatures Still too much

Talthazar
Mon Feb 23, 2004 10:43 pm
#1

I've had some discussion with Keldarin to get feedback on the current top end creatures.He's made the following statement:


Yes, please explain to the Bio Engineers that it is a known issue that level 10 pets are still being made too powerful and will be addressed at some point in the future. Currently "legal" pets will remain in the system until this bug is fixed. After the fix they will fall into the broken pet checks and will be able to be corrected via the broken pet interface.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Frostbite43
Mon Feb 23, 2004 10:47 pm
#2

Which of course begs the question:


WHAT. IS. TOO. MUCH?


Please, let's not be ineffable, this isn't a religion. Just tell us what we should be doing and we'll adjust our crafting accordingly.





Mitsuko Darko

Master BE\TKM - Bria
JediNewb
Mon Feb 23, 2004 10:53 pm
#3

What Mitsuko said.


I realize 8k Health is a bit much for CL 10 pets...but what exactly is THEIR ideal? I don't think 3-4k is too much for a pet that does only 50-100 damage. Especially since some of the upcoming droids people will have access to in the next couple patches will apparently outdo that anyway.


Kachina
Mon Feb 23, 2004 10:58 pm
#4

Thankyou! At last a response to this issue. Yes it would have been nice to tell us what is eaxctly too high...but all in all its good to know that they are aware of the problem and going to address it.




Steve' Irwin
Master Bio Engineer(since 10/03)
Bria
Owner and operator of Arca Zoo at Arca Effex at 4548,-2281
and
Mos Nihil Petshop located at Mos Nihil Tatooine 251,5367
Kachina
Mon Feb 23, 2004 11:07 pm
#5

Iam fairly certain the creatures in question are the 6k -9k health non ch pets being sold. Iam sure the 3-4k health ones are ok..but guess we will all have to wait and see






Steve' Irwin
Master Bio Engineer(since 10/03)
Bria
Owner and operator of Arca Zoo at Arca Effex at 4548,-2281
and
Mos Nihil Petshop located at Mos Nihil Tatooine 251,5367
AnakinsClone
Mon Feb 23, 2004 11:30 pm
#6


Now wait a minute here. They already "fixed" this. Nobody is using bugged dna this time, no exploits, so what the hell is the deal? Are they ever going to tell us what is too much???

7k health? 6k? 5k? 4k? 3k?? 2k???

Why are we still allowed to make pets that are "too much" if they "fixed" the problem?

And it's going to be addressed at "somepoint in the future"??? So this will be after we've already made a bunch of CL 10 creatures, without knowing what is "too much"...


Once again we'll have to not make any CL 10's till THEY TELL US WHAT IS TO MUCH!!!!



Kuma's Pet Shop - Closed forever...
Talthazar
Mon Feb 23, 2004 11:39 pm
#7


I gave the following examples:


1) H4142 A3011 M2024 14 kinetic/blast vuln to the rest 2.16 spd .24 to hit 70-75 damage Dizzy/no ranged


2) Level 10 Gurrcat 7373 Health 4322 Action 3478 Mind 58% Kinetic 4% Heat and Acid 1% Cold Vul to rest 30-40 Dmg Blinding strike and Strong Disease as specials.


I got the impression that both were above the intended limits, though not by how much.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
JediNewb
Mon Feb 23, 2004 11:44 pm
#8

#2 I can understand, but #1? Good grief. So much for the non-CH pet biz.
Talthazar
Mon Feb 23, 2004 11:47 pm
#9

Nobody is using bugged dna this time,


There never was any bugged DNA. No, that isn't an official statement, just my thought on it. It was the BE's who claimed certain DNA was bugged bacause certain types of DNA made it eaier to create high powered low level clones. First it was Kamarith DNA, then it was Death head merek DNA. Ultimately, some people were able to produce the same results with other DNA using enough clone generations and "bugged" dna wasn't even necessary. To my mind the problem is with the crafting system, not the DNA.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Nemthang
Mon Feb 23, 2004 11:48 pm
#10


I realize these pets are imbalanced - that's why I just posted screenshots of 5 of them - to bring attention to this issue.


However, this acknolwegement is not enough. Talthazar, please take Keldarin to the mat on this. 85% of my business is CL10 pets. Clearly this also applies to CL12s and CL16s and pretty much every pet we make.


Basically what this statement from SOE tells me is that if I want to continue to sell pets, I have to do so with a disclaimer and a no-refund policy. Even if I gimp them (4000/2000/2000 right Tal?) there is no guarantee that they will not be adjusted. Clearly the current adjustment system is broken and doesn't catch these new creations.


Honestly, crafting tissues, pet stims and food additives are not why I chose to master Bio Engineer. I want tocreate genetic monstrosities (not overpowered ones, but monstrosities in their own right).


At the very least, Keldarin owes us a definition of the bar for CL10 pets. Heck, have him spell it out in DNA Template stats if he has to. Clearly he must know how the system is intended to work even if it has bugs. Take it to Runesabre and make a decision.


To not give us thisis rewarding the folks who follow blind recipes or follow the overly-pious rants of the half informed. It's punishing the people who have spent time and energy to fully explore the limits of the (undocumented) system.


Throw us a bone!
AnakinsClone
Mon Feb 23, 2004 11:50 pm
#11






Talthazar wrote:

Nobody is using bugged dna this time,


There never was any bugged DNA. No, that isn't an official statement, just my thought on it. It was the BE's who claimed certain DNA was bugged bacause certain types of DNA made it eaier to create high powered low level clones. First it was Kamarith DNA, then it was Death head merek DNA. Ultimately, some people were able to produce the same results with other DNA using enough clone generations and "bugged" dna wasn't even necessary. To my mind the problem is with the crafting system, not the DNA.





If that's so, then they already "fixed" this. We've got ingame checks, and if an invalid pet is called we get the invalid pet interface that pops up (which still doesn't work).


How many more times are they going to fix this till they give us some concrete information about what a "legal" pet is?


I feel like I'm being repeatedly punished for breaking rules that I have no way of knowing.


All we keep getting is "that's still to much" followed by a nerf.



Message Edited by AnakinsClone on 02-23-2004 10:51 PM

Message Edited by AnakinsClone on 02-23-2004 10:52 PM



Kuma's Pet Shop - Closed forever...
Nemthang
Mon Feb 23, 2004 11:57 pm
#12

Did the man write the code or did he not?


Listen, I'm not going to sit here and flame Keldarin or Runesabre or anyone else at SOE for their software development practices, but I worked as a software engineer in a commercial shop for7 years before moving into business development. There is no way you can convince me that a product as massive and as well funded as Star Wars Galaxies doesn't employdesign goals, requirements definitions, and a software development methodology and process.


I have read the chat transcripts and interviews. These are bright, talented people.


They need to put a stake in the ground if there isn't one already. Implementing the fix might be hard. Telling us the intended design should be easy. Make one up if you have to.


Nemthang
Tue Feb 24, 2004 12:01 am
#13

Kachina, before you get too excited, re-read Talthazar's post and look at his example pets.


The pets you are selling (the ones you described in your complaint about this issue a few days ago - 4000/2000/2000) are overbalanced and will be nerfed.


We can only do two things until this is set right - stop selling pets or make them with wild abandon and buyer beware. I don't like either course.


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