Bio Engineer Archive
Thread: A disturbing conversation
Sosstuborx wrote:
Gimpynoob wrote:
CL 1 - 15 = 3 - 5 Trainable Ability SlotsCL 16 - 30 = 4 - 6 Trainable Ability SlotsCL 31 - 45 = 5 - 7 Trainable Ability SlotsCL 46 - 60 = 6 - 8 Trainable Ability Slots
CL 61 - 70 = 7 - 9 Trainable Ability Slots
Those numbers are wrong. A wild pet can have 12 slots PLUS a level 3 ability giving it the equivilant of 15 ability slots.Message Edited by Gimpynoob on 09-12-2005 07:03 AM
Grabbed them from the CH FAQ; that is a bit of a problem if they are wrong.
Still think BE pets are better, but a an additional 3 slots on top of an innate ability is a harsh punishment for better stats...
Well I too agree that BE pets are better. The extra health alone would be enough to convince most people. Add the fact that BE pets attack twice as fast and that should convince the rest.
Dorelli wrote:
No - he wasn't bargaining. I know him and he is genuinely upset as is Rachna. The thing is - was the loss of THREE slots or ONE level 3 ability - on the BE pet. I guess we need to know if this is working as intended please Lammie. It is very very not good.
And the thing that gimpy said about the specials not showing up when they were used on the pets - trained ok but didn't 'stick' and wasted slots therefore. Is that intended too?
And finally, as to the CH who had the pet - he said if he'd known that it was gonna be a 9-slot pet and not a 12-slot then he'd totally have trained different abilities to the pet. Here he is with one of the best pets on the server and he now feels like it's ruined after all that time and effort getting it and training it up and working outit's special ability spread. He said he's got a tank that cannot hold aggro now
Dor ... (waiting for the Lammergeier reply now please)...
We have many existing Pre-CU pets that managed to pass all the validity checks and are equipped with the old specials. Most of these specials translate into current abilities. These specials should be updated to reflect the current ability name (much like tissues were updated to reflect the name change).
Cindal wrote:
We have many existing Pre-CU pets that managed to pass all the validity checks and are equipped with the old specials. Most of these specials translate into current abilities. These specials should be updated to reflect the current ability name (much like tissues were updated to reflect the name change).
The specials don't work now, they should just delete them.
Cindal wrote:
We have many existing Pre-CU pets that managed to pass all the validity checks and are equipped with the old specials. Most of these specials translate into current abilities. These specials should be updated to reflect the current ability name (much like tissues were updated to reflect the name change).
Katharian wrote:
Cindal wrote:
We have many existing Pre-CU pets that managed to pass all the validity checks and are equipped with the old specials. Most of these specials translate into current abilities. These specials should be updated to reflect the current ability name (much like tissues were updated to reflect the name change).
Ranged is the only one I know of that works on old pre CU deeds still. Poison and disease does not (tho I wish they would!!), Knockdown and dizzy don't seem to work either, but those are the only ones I have from Pre-CU.
Now If we could add ranged, AOE, Posion and Disease back into our pets I would call it even for the lack of ability points!
Last week I sampled some pre-CU deeds with Ranged Attack and created a new CL 63 Rancor with Ranged Attack. Too bad it didn't turn out to be CL 70, but I had used all of my experimentation points.
Anarrion wrote:
Katharian wrote:
Cindal wrote:
We have many existing Pre-CU pets that managed to pass all the validity checks and are equipped with the old specials. Most of these specials translate into current abilities. These specials should be updated to reflect the current ability name (much like tissues were updated to reflect the name change).
Ranged is the only one I know of that works on old pre CU deeds still. Poison and disease does not (tho I wish they would!!), Knockdown and dizzy don't seem to work either, but those are the only ones I have from Pre-CU.
Now If we could add ranged, AOE, Posion and Disease back into our pets I would call it even for the lack of ability points!
Last week I sampled some pre-CU deeds with Ranged Attack and created a new CL 63 Rancor with Ranged Attack. Too bad it didn't turn out to be CL 70, but I had used all of my experimentation points.
But is the new deed with ranged attack working? Only ones I can get to work are new wild tames and BE deeds I tamed Pre-CU. However you never no I could just be Bugged.
*&^$%#$%$* sony they must have bugged me, just to make me mad, I'll show them I'll just make more pets Muahahahhahahah. Sorry little bit of the mad scientist coming out.
Seiryuu wrote:
I think Cindal means that those pre-21 useless specials should become post-21 abilities that work.
I'll buy that, however what then would happen to those with Strong Poison Strong disease? there's no new special for that. I am okay with us not having specials innate, after all the way the system is set up you have to actually search for the ability you want, and tame several sets of the same animal looking for the special you want, adds some excitement that buying a deed lacks. It does remind of P-o-k-e-mon, and personally I like those games, and I like the new aspect this adds. However BE pets should not suffer from 9 ability spaces versus 12 for a wild tame without considering the innate. with the innate that would be 15 basically, and that's wrong.
Dorelli wrote:No - he wasn't bargaining. I know him and he is genuinely upset as is Rachna. The thing is - was the loss of THREE slots or ONE level 3 ability - on the BE pet. I guess we need to know if this is working as intended please Lammie. It is very very not good.
And the thing that gimpy said about the specials not showing up when they were used on the pets - trained ok but didn't 'stick' and wasted slots therefore. Is that intended too?
And finally, as to the CH who had the pet - he said if he'd known that it was gonna be a 9-slot pet and not a 12-slot then he'd totally have trained different abilities to the pet. Here he is with one of the best pets on the server and he now feels like it's ruined after all that time and effort getting it and training it up and working out it's special ability spread. He said he's got a tank that cannot hold aggro now
Dor ... (waiting for the Lammergeier reply now please)...
I still don't know if BioE pets are SUPPOSED to attack at the speedcap.
add in the fact that the specials available now, in many cases, aren't working right (much like our survey tissues).
as we saw during the CU changes, conversions hurt. I don't expect that pre-p21 pets, wild or cloned, will see the missing ability slots they 'lost' in conversion.
even worse, the only way to find out that a pet is 'ruined' is to spend 410k xp PER LEVEL of growth.
it's certainly disheartening all around. I'll add it to the list of bugs, but... we still can't make a mountable non-CH bantha, so I won't be holding my breath, either.
on a seperate, but related, front... currently, the AI changes on TC give pets the same random 'specials' that wild creatures have... specifically, all creatures can KD/hamstring/bleed/whatever. hopefully this will be fixed before p24 (or PRE-p24, since we haven't gotten the publish yet on TC) is pushed Live.