Bio Engineer Archive

Thread: This Is NOT Good!!!

Cindal
Thu Aug 11, 2005 9:43 am
#14

The abilities I put into the BE dewback were innate abilities (Fleet Footed and Thick Skin. While I realize that wild critters with a built in ability end up having one more learning slot than those wild tames that do not have an ability when tamed, I just hope that being a BE crafted pet will not be a penality - there is little enough reason to buy one the way the system is now.


I'm not asking for Uber BE creations but a fair and equitable system.There has to be a point (benefit) to being genetically manipulated and it just can't be gurrcat, kimogila or woolamander. That's about all we have to offer as most stats we increase get reset at taming/maturity.





Cin or do you say Sin
~ Master Dancer/Master Bio-Engineer ~
~ Let la lune de miel begin ~
"You know you're loved if you've been *pillow*'ed."

LuCha
Thu Aug 11, 2005 12:30 pm
#15



Dorelli wrote:
I'm glad you posted again because it suddenly occurred to me that I always believe that 'they' have only made a mistake and not hit us with a giant nerf bat and time and time again, i have either been provedtotally wrong or else it is something thatLammergeier has put in to get it fixed and not heard anything back (that he can tell us anyway).
Let's just hope that it's not a new BE pet nerf ... i haven't tried to level a level 10 new-BE tame yet. My level 12 bantha had 3 slots ... but i think he was tamed just before they patched. And he isn't a level 10.
I just spend an amazingly frustrating 2 hours outsidemos eisley sampling yard trash to mix with my uller stoneclaw DNA to get 2 identical level 10's -- did it w/o checking any recipes or calculating and got it wrong (the level) every time. Not to mention the new players who stared at me. I find it easier to put 'medium' dna in the slots to get a level 10 but i didn't have any. Um ... I'm starting to ramble here ...
My first test is going to be: make 2 identical level 10 dewbacks that are template close as possible. Level them up and see what happens with regards to slots and mountability.
Second test is going to be: make 2 level 10 dewbacks that vary in hardiness and power - level them up at the same time and see what happens.
I'm not ever going to get to the first test at this stage tho.
Dor



I'll make a few non-CH pets to see what the deal is with them too. I should be able to get this done w/in a day or so.



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Grambacca
Fri Aug 12, 2005 12:38 am
#16

INNATE = An ability a pet already has (i.e. also called a "free slot")


PASSIVE = An ability that is automatically triggered by an event (i.e. a pet's health getting low)


TRIGGERED = An ability that is set-off (i.e. triggered) by command.




AN innate ability can be either Passive or Triggered.

Passive abilities do not require teaching the pet a command to use that ability.

Triggered abilities can only be used once the pet is taught a command to set-off that ability.


So far for my MCH all the abilities are working. Granted I have only learned about 12 abilities and they are mostly Level 1.

Still the pets are using the abilites on command and the passive abilities are setting off as intended.


I have not tested out any BE pets yet but intend to do so once I have learned all the Specials ina ll three Level versions.

At thta point I'll be ready to test out some BE non-CH (i.e. CL 10) and MCH pets (i.e. CL70)




************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


LuCha
Sat Aug 13, 2005 8:03 pm
#17


CONFIRM: NOT GOOD!!!


I tamed the following animals and got the following results:

animal (level)training grind results

Wild

Cu Pa (10) w/knockdown 56 training points / 4 trainable abilities

Cu Pa (10) no ability 64 training points / 4 trainable abilities

BE

non-CH Brackaset (10)120 training points / 3 trainable abilities

non-CH Dewback (10)120 training points / 3 trainable abilities

Brackaset (11)64 training points /4 trainable abilities


Bantha (11)72 training points /4 trainable abilities


I worked with the non-CH pets and had them flip xp 15 times (8 pts per flip x 15 = 120 training points). I stopped there because the other pets got their 4th slot at a much lower xp lvl. It looks like non-CH BE pets will only get 3 abilities, while wild pets will be able to have 5! (4 trained plus a 'free' one if you tame the pet with one) This is:

BAD! BAD!BAD!

I trained the BE Brackaset (11) with 4 abilities and it is now 'fully trained'

After calling and storing several times, I can NOT train this pet as a mount, it is too small.


I trained the BE non-CH BE dewback with 3 abilities and it is now 'fully trained'

I was able to train this pet as a mount however (geez, at least something works )




ooooooooooErus ~ 12pt Domestics, Elder CHoooooooooooo
ooooooooooErusia ~ Spy, Elder CH{BEAST}oooooooooooo
ooooooooooBioWorkz ~ 14pt/12pt Engineeroooooooooooo
oooDarkSideBio ~ Entertainer ~ 12pt Elder BioEngineeroooo
oooooooooIthorian and proud of my kewl hat!
oooooooooo
ooooooooooooooooDarkSide BioWorkzoooooooooooooooo
ooooo775m South of Theed Starport (-4835,3400) Briaooooo
Aleskander
Sat Aug 13, 2005 9:01 pm
#18

Pet crafting was one of the most challenging aspects of being a BE..unitl the CU. The CU pet crafting nerf was one of the big reasons I dropped BE and this new nerf is...well, not good!



Ever since the CU, the Devs have nerfed and twisted everything craftable in the game. Almost as if they don't want crafters to play anymore.


<sigh>....I can hear the end of SWG for me coming soon.....Did I mention I hate the CU?




*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Cindal
Sat Aug 13, 2005 10:09 pm
#19






Seiryuu wrote:
There is a little confusion on terminology that we have a problem with on the CH boards, too. When someone talks about the free, bonus or innate ability some pets have, they mean the initial one not the passive abilities. This one does not count against the number it will learn over time.




Unfortunately the confusion stems from the SOE side for when you click on the description of the the ability in the /train command window the ability is either a triggered ability or an innate (in which case it refers to an ability that the pet does automatically/randomly) ability.


I fully understand the difference between an ability (be it triggered or innate) that my wild tame has - that is the reason I tame it - to learn that inborn ability and an ability I am able to teach it once it's training spots have been opened.


There appears to be some small glimmer ofhope as the BE crafted dewback (although I don't know if it was created Pre- or Post-Publish 21) was only able to receive 2 training ability slots and after training the pet still had 35 training points available. The other BE crafted dewback received 3 training abillity slots - this may be the difference between pre- and post-Pub 21.


However, if a BE crafted pet haseven one less trainable spots than a wild tame, that still does not bode well for the pet crafting on a whole. If they have one less spot at CL10 what will the difference be at say CL70?


We need to test deeds (both pre- and post-Pub 21) and at varying CLsto see what the cards hold for us. I do so hope we get a winning hand but it's starting to look like the house always wins.





Cin or do you say Sin
~ Master Dancer/Master Bio-Engineer ~
~ Let la lune de miel begin ~
"You know you're loved if you've been *pillow*'ed."

CombatTrainer
Sun Aug 14, 2005 12:48 pm
#20

I have 2 BE'd non-ch Dewbacks both cl 10 that I have been training as mounts...One has 3 abillity slots and I has 2...The one with 3 just took a saddle and he is tiny..I continued lvl'ing him up but he wont get any bigger...The other is not quite big enough for a saddle yet but it looks like he will stop at 3 slots also...this doesn't look good to me either but I will do more research of non-ch and ch pets to see how it comes out..


Here is another question...It looked to me like once he got his last abillity slot he stopped growing...If this is so...will it make all non ch pets really small as mounts and some that should mount not get big enough to mount...this may have already been answered but I am at work and I havent had time to read all the posts in here.


Thanks for your time and have a great day...


Cindal
Sun Aug 14, 2005 7:12 pm
#21






CombatTrainer wrote:

I have 2 BE'd non-ch Dewbacks both cl 10 that I have been training as mounts...One has 3 abillity slots and I has 2...The one with 3 just took a saddle and he is tiny..I continued lvl'ing him up but he wont get any bigger...The other is not quite big enough for a saddle yet but it looks like he will stop at 3 slots also...this doesn't look good to me either but I will do more research of non-ch and ch pets to see how it comes out..


Here is another question...It looked to me like once he got his last abillity slot he stopped growing...If this is so...will it make all non ch pets really small as mounts and some that should mount not get big enough to mount...this may have already been answered but I am at work and I havent had time to read all the posts in here.


Thanks for your time and have a great day...






Have you trained these with abilities? I know I did and once I taught them abilities they stopped growing and learning. Perhaps we need to hold off teaching until they stop gaining training xp and ability spots.




Cin or do you say Sin
~ Master Dancer/Master Bio-Engineer ~
~ Let la lune de miel begin ~
"You know you're loved if you've been *pillow*'ed."

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