Bio Engineer Archive
Thread: Creating the Superior Animal: an analysis of the complexity of Bio-engineering
Heh actually Zen my PA is only around 15 people... we're just filthy rich and about half of us have two accounts... we are a small group of EQ guildies / real life friends that like to do more with less. We have top weaponsmith and armorsmith... I never wanna go back to the 70 head monsters of EQ. I like that idea though Zen... might be able to hire someone to do that, if i find the time.
Blaac: On experimentation... I've gotten incredibly good DNA templates (all 90+'s) that were only marginally better clones than others (all 70+'s), but i think this is in the clone process being borked. No matter whatyou do (short of a failure) you can't experiment enough on clones.
The clone is also effected like this, as stated in the schematic: OQ 50%, PE 30%, DR 10%, Unit Toughness 10% (notice the UT... food and meat do NOT have unit toughness... umm ever LOL).
Clone DNA: My experience is that clone dna, from any clone, is yard trash DNA.
I should add, dewbacks tested with enhanced psycological profiles made for much happier creature handlers. They tend to be a bit thick headed and obstinate (by bug or design) and the several enhanced versions out and about seem to be behaving a bit better. That's certainly not definitive, but something to consider.
I should also add that I performed 20 test creatures per stat, specifically, and 20 each for low, average, and above average quality, and that I created 20 test cases for the meats, so on and so forth. Even then, I can't say anything for certain due to the vast number of variables. I am incredibly impressed with the current bio-engineering animal cloning system, more so than anything that any RPG has put out to date.
Please, by all means, continue to test and post feedback, maybe together we can get this figured out, at least to some degree. ![]()
Very good discussion, kind of depressing but very good. Why on earth DNA from a second generation creature is worse than a wild one is beyond me though.
Great work. I learned a bunch from the original post and some of the follow ups.
Olie D.
Cloner
Lowca
I could of swore today when I made a gurreck for someone,and I put a point into Psycological experimentation "To Hit" raised from .24 to .25
This is what l have concluded from all my experiments.
DNA-Template:
Aggression: Fierceness and Power
Mental: Intellect and Cleverness
Physique: Hardiness and Fortitude
Prowess: Dexterty and Endurance
Psycological:Dependability and Courage
Final Product:
Aggression: Damage, Attack speed
Mental: Mind, To Hit
Physique: Health
Prowess: Action
Psychological: ? This one does not show anything on the stats. Might be how it reacts or how good it learns.
What to look for in the resources:
Flora: The quality and the energy potential
Meat: The quality
Place the DNA the right places in the Template, get really good resources and experiment on the right places, you can get awsome pets. I have created clones with dmg above 700, juicy. ![]()
Between my two Choku I've seen a difference in psychological profile, as well. My first one, made with yard trash that was basically tossed in to the slots, gets distracted easily and quickly if she follows me anywhere. I lost her the other day and turned around and ran back, only to find her standing over a chuba. Maybe this is a bug, but I doubt it, it seems she's just not that bright. I also had to go pick her up off of a bridge in Theed (literally) because she could not be called off of it from any angle. She stepped up just fine, and walked across, but steadfastly refused to step off. My second choku has no problems with the same bridge and follows me better both in the field and in town - and has a fully experimented psychological profile.
Admittedly, it may be that I'm chalking up bugs to AI, but I couldn't stop laughing when I had to stop what I was doing, walk back to the bridge, "store" my animal, step down, and call her back out. It felt very much like walking back, picking her up, and carrying her off of the bridge. I was bragging to anyone who would listen, all evening, about SWG and it's amazing AI. That was the same evening of the chuba incident, which gave me a rather nasty case of the giggles. It honestly looked like she stopped to look at a frog and forgot all about me. I should also note, my first choku is the biggest coward that ever lived. She hesitates to attack even the smallest prey, whereas choku #2 jumps up and gallops to the target.
Some food for thought, anyway. More reasons I love SWG more every day. ![]()
i would trash her if she wasnt such a great pet:
-ranged attack
-poison attack
-posture down attack
-4500 pools
-good exp.
i can deal with a little pet confusion
i would like to hear a definitive answer, as i have purposely messed with psychological profile trying to see some difference in TO HIT and have NEVER seen it change.
oh well...
great topic guys, we needed this.
Not sure why everyone else is having trouble with this (maybe I'm seeing things).
The psych stats (Courage, dependability) are visible on the DNA template. I can put 900s in all stats into templates in the correct pairs, the numbers on the template seem to then get reduced (in scale) depending on the challenge ratings that went into the template (so if I make it with yard trash, my final template might drop to 300s-400s in the stats even if the samples were all great, and all of the experimentation percentages were above 50%). The effectiveness of the critter combine and experimentation seems wholly a factor of the template's numbers combined with the flora/meat (and the flora/meat I believe sets the amount of possible 'max experimentation' just like I see with meds. Low quality materials yield lower power/charges, and also fewer boxes to drop experimentation INTO).
For me, psych profile seems to affect how often my created critters flee when they get hit.
When I was exclusively a CH during beta, I don't remember ever having severe issues with my pets turning around and fleeing during a fight. With my first dewback, made from more or less trash (numbers going in had about 200 courage/dependability) he ran alladangtime. My second more carefully made dewback rarely runs, and usually only runs for a few steps. I'm peevish that non-created pets don't seem to have this flaw, but maybe I just don't hunt with enough pure CHes... But anyway, I'm pretty sure the psych rating helps them stay in a fight, and stay focused on one opponent instead of occasionally biting another and switching back and forth if they're under assault by two.
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Nivis Nix
Kettemoor
Great information all, thank you. I am wondering after reading this if our experimentation might have some affect on the creature's desire for play and food. My partner has a bio-engineered dewback that rarely asks for food or play while my tamed mamian asks for it after every fight without fail. Any ideas on this matter?
Thanks,
Le'lu
While my knowledge of genetics is limited to being a layman, I do remember some talk of DNA degredation over lines. In other words, I believe there is at least some scientific basis for having a DNA sample from a second generation creature be less useful than that from a first. Not to mention that it is very convenient for game mechanics.