Bio Engineer Archive

Thread: 20 pets tested. Here is what I found to be too powerful. (nerf list)

Blueblooded
Thu Jan 08, 2004 11:49 am
#14

For what its worth , this is my take on the "nerf"


1. Its important that the devs clarify what they mean by invalid stats...or at least indicate when the deed is produced that this is a invalid creature (if they are still craftable..by accident)


2. This brings into question what exactly is the role of the BE. To my mind a Bio Engineer should be able to createMUCH more powerful creatures than their wild cousins..this is what a Bio Engineer does..playing with the DNA to make things "better".


If BEs now cant craft creatures a lot better than you see in the wild, what value does the BE profession have? - I assume we'll be limited to slightly better, with a choice of special attack and colour!


My interest in the BE profession comes from its very unpredictability. How does Rogue Fambaa and Durni DNA combine?. What happens if I put Mutant Rancor DNA in here and Capper spineflap DNA in there? - this is what we SHOULD be doing..experimenting.


I fear that all we will be doing in the future is putting the strongest or "best" DNA into creatures to make useful creatures...thats if there is a market for these creatures at all.


Hope the devs have another look at this. Taking the motivation to experiment out of this profession would ruin one of the most unusual systems in SWG.


Ill get my coat.



Always remember . "a pig with lipstick is still a pig"
FishArtisan
Thu Jan 08, 2004 2:38 pm
#15

Hmm, post patch today, I actually created a level 13 Gurreck with the following stats:


H - 10K
A - 8K
M - 7K


Kinetic Resist: 45%
Some other resist can't recall... Northing over 45 though, and it did have some vulnerabilites.


No Armor
360-370 DMG
Special 1: Strong Posion
Special 2: Dizzy Strike

It seemed to work, I sold it to someone and they called it out and trained it...
I don't think this was an unfair creature... I didn't use anything out of the ordinary. I was goofing around and used something like:


Merek Assasin + Merek Drone + JUNK DNA (From low level creature) + JUNK DNA (From low level creature) + Toxic Merek Battlemaster


First revision was level 16, then I sampled it and the above result was a second generataion...


I wonder if the guy I sold it to can still use it? Would I consider this pet bugged? I don't know. I didn't deliberatlely use illegal bugged DNA, as far as I can tell. But I guess there-in lies the problem, like every other BE says. No-one said what is legal and illegal. I'm just doing my job as a BE, experimenting and making creatures, trying to fill orders for creatures.





Izzaac Chinesa
Master BioEngineer / Master Creature Handler
Sunrunner
Myros
Thu Jan 08, 2004 3:23 pm
#16

quote


with this reasoning, what makes them any better?


/quote


So the CHs ability to tame wild creatures should be totaly worthless then? ie BEs should be able to make pets that are WAY better than what CHs can get? BEs should be able to improve on pets, they should be able to make pets that overall are an improvment on the wild pets, they should be able to specialize pets in particular areas (eg HAM or damage or resists etc) but they should not be able to make pets that are 2 -4 times better in EVERY area than the wild critters AND make them half the CL. The example above is perfect .. a lvl 13 pet that has better stats than my tamed CL 35 Grand Maul? Come on. It should take about 2 seconds to look at that and figure out that there is no way it is intended to be that way or that it would destroy game balance turning us CHs into an uber class overnight. Of course they are going to nerf that.

Mattakar
Thu Jan 08, 2004 3:38 pm
#17

Please read my thread on a possible expanation of bug and nerf. I think that it explains what we are seing pretty well. And worst of all, it doesn't matter what your pets stats are.



Mattakar, Master Bio-Engineer on Chilastra
Come visit the shop on Dantooine, Crystal Valley: -5150 , 6775
Pets of all levels, hundreds of tailor biotissues, and fantastic pet stims!
leothric
Thu Jan 08, 2004 3:42 pm
#18

The devs cant even tell us what they changed when they put in the first patch, we had to work together to fifure out what did what. There is no official documentation anywhere telling be's anything about their class as it stands right now.




You really didn't expect them to tell us what new changes they put in did you?




X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
KillerCRS
Thu Jan 08, 2004 3:45 pm
#19

Guys the "invalid stats" thing is BUG, the fix is broken and they are working on a fix for it. Posted in the main forums even.


Wait till they get it fixed before ya go all apart.


I'm pretty sure the fix was only supposed to stop the pre christmas patch BE pets that showed level 1 regardless of CL and let non CH's call level 50 pets.


Don;t go deleting any pets or demanding refunds yet, the devs posted that this mornings fix is hosed, let em fix it.

DaBlingbling
Thu Jan 08, 2004 3:46 pm
#20






Tempus wrote:

so some questions... Has anyone made pets since the patch? Can you still make invalid pets? Can you make pets with similar stats to the invalid ones that are valid (I'm talking about the less unreasonable ones here)? It's possible they wiped a whole host of things, and then fixed the CL calculation (One can only hope that's how they did it) as opposed to just making many of our pets invalid..



Tempus





Yup made 10 pets this morning and 10 where invalid.. Gratz them on yet another useless attempt at being a dev.. THANKS! Still waiting for some kind of I dont know.. List of what they feel is NOT over powered.. So I can stop wasting my time.
KillerCRS
Thu Jan 08, 2004 3:51 pm
#21

Look at the main forum. Look at the dev post that states that this mornings fix is BROKEN.


Then just patiently wait till they fix it before going off the wall.


I would bet that your 10 out of 10 pets will be callable when they fix it.

DialUp
Thu Jan 08, 2004 4:18 pm
#22






Aenaey wrote:

As a master Bio-Engineer I can confirm that after testing out about 20 pets:


Anythingequal or under level 27 with Light Armor is invalid


Anything equal or under25 with 10k Ham or better is invalid


Anything Level 10 or Under with Greater then 20% resists (Even 24%) is invalid


90% of 2nd generation pets are invalid







I just made a cl19, cl26, and cl27 al with light armor. I could call all of them after they were tamed. However, I have a cl15 with armor and it is not callable...

Finanar
Thu Jan 08, 2004 4:33 pm
#23






CaptFisticuffs wrote:

Nobody knows what the rules are. That's what's wrong. They don't tell us anything. EVER.






Exactly, throw us a **edit** bone and we will not waste or time and money on these things... People might bitch and moan about it but they sure has hell will avoid making/buying something that is going to be nerfed reducing the loss to everyone.




________________________________


Ulic / Svidi

RIP


futuramafan
Thu Jan 08, 2004 4:36 pm
#24

i'm a master BE too, you're results are wrong. just sold 8.3kH 4.5kA 3.4kM 24% kinetic energy Cl10 pet, worked fine.
Teioh
Thu Jan 08, 2004 4:37 pm
#25

My swirl prong with 800 HAM and 30-40 dmg is invalid. He can't even kill a womp rat...



Oh and one more thing. Have you guys ever seen those sigs that are lines of text and look like they are a part of the post?

-------
Ingame Names
Anno
rarely Teioh-II
almost never Aio

HardwiredXMan
Thu Jan 08, 2004 5:13 pm
#26

Why would they (devs) put a fix in the game that makes pets invalid and not tell people what will be invalid and still allow BE's to make invalid pets. Without this info, BE's will continue to make invalid pets without knowing they are invalid until they finally try to call it or have it tamed. thats a waste of players time and resources. If that was the fix then the devs really screwed up big time. This would potentially make the BE profession worthless as you never know what you make will be invalid or not.


As for BE's being able to create higher level pets than their wild cousins....I agree with this, because those wild pets that's already out there are just one species. BE pets are a combination of species. If you combine 2 different species DNAIRL like a snake and bear, will the bear not produce venom....or will the snake not have a bears strength. Either way they both will be better than a regular bear or snake.


Now it is completely possible to that one part of the snake DNA and another part of the bear DNA would make some part of the newly created pet weaker in a particular area than both a regular snake or bear. So in this respect BE pets should not have better stats in every category than wild creatures of its type. Either you can have higher resist or higher HAM or more damage....but not all of the above. This is where the inbalance lies with these BE pets.


Change the ability of a BE to make a pet that's stronger in every area and the balance is fixed. So now as a CH you have to make a choice. Do you want to go get a wild pet and tame him or do you want to buy a BE pet that may have less HAM but more strength than the wild one. it's just that simple.....just like......do I want a krayt enhanced weapon that will cost me 2 million or do I get a regular one with slightly less damage output but only cost me 10k.

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