Bio Engineer Archive

Thread: Mmmmmm, leftovers There are no pet changes in Publish 7.

Windsplitter
Tue Mar 02, 2004 9:26 pm
#14

Lo and behold folks, once again ourmighty profession is put into a black box. will our pets get nerfed? What will the devs consideran acceptable CL10 pet? Will our heros survive the onslaught of madness and illusion? Who knows!? Tune in next week for more with "LOST IN PETS"!!




Tenrai Master Ranger | Master Rifleman Chibi's Med Supplies and Chef Suzi's Cafe
BurningFist
MCH | TKM | Master Brawler located on Tattooine in Mos Luna
LittlePaw
Master Bio Engineer | Ranger at -2300 -4700


RonninOtnemem
Wed Mar 03, 2004 10:47 am
#15







Talthazar wrote:





RonninOtnemem wrote:

Talth, then can you explain this bullet in the Major Publish 7 Features on Test Center:


Pets


  • Added additional checks for invalid pets. Invalid pets (stats out of acceptable range, incorrect level for stats, etc) will not be able to called from the Datapad.







  • That's what the first post in this thread was for.





    Ok, I was just checking because A LOT of people still think there is going to be another validity check for NonCH pets; the thread about our nonCH pets VS. a probot is just one example.




    **********************************************************
    Cloudrak == Master WookiEE

    CrazEE == Novice Ewok
    Talthazar
    Wed Mar 03, 2004 12:13 pm
    #16

    Yea, I noticed that, it's part of why I left this stickied.... maybe a better title.



    Brutir Llecc'Honep
    Master Bio-engineer - Proprietor - Honep Industries - Kauri
    Brutir - Master Bio-Engineer - Test Center
    SWG Bio-engineer
    WolfGuy
    Wed Mar 03, 2004 2:42 pm
    #17

    Has anyone tested out crafting on TC? I have a feeling we are going to get SCREWED on pet experimentation with the new changes. Seriously screwed.

    From what I've been able to gather, things that take experimentation on multiple bars will be harder to bring up to the same level as before. This doesn't effect us in the tissues, and not much in the stims, but it could really hurt us on pets where we have 5 bars to experiment on.

    I might try to start a TC char and get some BE testing done, but I am really new to TC and don't know really how the player system works there.




    "zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
    Taggart
    WolfGuy <I> Gaun Hung-Lo <RIFT>
    DARK JEDI KNOOB COMMANDO
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    Spazzers
    Thu Mar 04, 2004 11:43 am
    #18

    Wolfguy I came here looking for answers toexactly that same issue.


    Experimentation on multibar items for weaponsmith and armorsmith has been hammered. Those people are also applying it to food items. It would only make sense that it would apply to us as well. Considering we have 5 different attributes to experiment on the impact on us could be dramatic.


    You think critical fails was a problem just wait to see publish 7.





    Buboopadoo
    HOBO Embezzler
    A Simple Resource Dealer

    A Developer's answer to everything:
    "I can't promise to try, but I'll try to try"
    Plageron
    Thu Mar 04, 2004 12:39 pm
    #19

    Thats right the Crafting system which once had a 4% chance of failure now has a 5%.

    So that means that using the statistical increase based on a 5% chance per attempt when you experiment means you have an almost 100% chance to fail on something if you experiment point for point.

    I.e. You have 12 experimental points. You use the first point, and have a 5% chance to fail. If you do not fail on your next attempt you now have a 7.5% chance to fail, next try becomes 10%, then 12.5% then 15%...and so on.

    This is even worse if you make multiple objects which mean if you dont fail on the first item, the law of mathematics will keep increasing your failure chance.

    Another way to look at this is that out of 20 experiments you will critically fail, no matter what.
    As oopsed to the 1 out of 25 before this last code update.

    I just hope that using mutiple points at once will yield a less chance of failure.

    Oh well as I keep saying...certain developers must have flunked Math Class.

    Sort of like the 30 seconds to call something out thing...I think someone on that team needs to get out more and play with what they make...and not just do an experiment a few times with no real testing.

    By the way...Banthas and Cu Pa creatures in the wild are all over level 10 so I guess this opens up a nice Bio-Engineer market.

    But then again these new creature mounts are slower then tar...another bad example of not thinking ahead..by the developer team.

    Why am I so critical of the Team...well I have had my share of crazy things I have done.
    Like Making things on a Game I created have an average health of 100 or more on the lowest levels and then making weapons only doing up to 10 points of damage...which meant that it took an insane amount of time to kill something.. had to change some things to fix it. But at least I tested it and fixed it.



    ---"Back off Man!! I'm a Scientist."----
    Peter Venkman from Ghostbusters
    Agori
    Sat Mar 06, 2004 10:26 am
    #20

    So does this mean that this statement in the CH part of the Patch 7 notes is wrong too?


    "Fixed Non Creature Handlers from being able to call a non-aggressive Bio Engineered pet of any level."


    Just wondering if I am reading this correctly too.This would indicate that we should have never tried making CL 10 pets in the first place. If they didn't want us to do so why didn't they add his to the previous Pet Patches? Man I wish they would make up their minds once and leave things be, instead of messing with them every patch. There are farmore issues with this game than having uber pets!
    Xzen
    Sat Mar 06, 2004 2:41 pm
    #21

    LOL, if you make pets and actually use your experitmentation points...you are going to be in deep batha pudu. You will now have to use more of your experimentation points to achieve the same goal => you will not be able to get the same power of creatures you use to. And if you aren't a master then you are even more screwed. Read the Weaponsmith and Armorsmith experiments they have done. This is going to be a BE nerf as much as it is Armorsmith it looks like. Sigh
    Barr1cade
    Mon Mar 08, 2004 3:19 am
    #22

    "Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure. "

    Do they mean that the novice has a massive chance of crit failing which decreases towards 5% as they approach master? if so they are REALLY going to p*ss everyone off...


    Nice to see that pretty much all the professions get some sort of fix in Publish 7 bar us, think I might drop all my crafting skills and go be a commando or bounty hunter just likethe devs


    I'm off to cry into my Jawa beer...




    - Barricade (Farstar)
    Bio-engineer Vendor at Subliminal City, North coast of Naboo
    Seshemw
    Sat Mar 13, 2004 10:47 pm
    #23

    The critfail chance declines as you approach master. All of the critfail related reports show that a master rarely critfails and much more often crit succeeds (amazing successes).

    The only worry is on the resource quality modifier. And I still insist that sight unseen, we shouldn't be worrying about it. The reason multibar items for other crafts are being hammered is because they're '50% OQ, 50% PE' and using conventional resources.

    Nothing that goes into clone engineering (where most of the hysteria is being posted about) is conventional resources. The numbers on a DNA sample have near-zero relationship to the numbers on harvested resources, especially in how they go into the genetic template schematic. I'm surprised no one has checked on TC. Talth? Even if we're lacking other TC engineers, our correspondant should be able to do a simple test (take yard trash DNA and try to make a template. if all five bars have ten fillable boxes, but only amount to 10% when full, we're screwed like the hysterics fear. If not, we're not).

    The only thing we'll be directly hurt on that I'm sure of, are pet stims, since they're based on conventional resources, conventional schematics, conventional sub-assemblies, and are multiline products. Even then, the only line that people truly care about on pet stims in my experience is effectiveness, most people don't care if it's default charges or not.



    --
    Nivis Nix [TLC] - Rori
    Master Sergeant - Imperial ground forces, detached
    teshma
    Tue Mar 16, 2004 10:22 am
    #24

    Hi,

    There ARE new invalid checks active on live.

    2 previously callable pets of mine are now invalid with the option of adjusting them.

    I'm not impressed as we were assured this was not going to be the case....
    Spazzers
    Tue Mar 16, 2004 10:47 am
    #25

    Yep I had the same problem. A non-creature handler animal with 2K HAM and 14% to kinetic that was valid yesterdayis invalid today.

    Message Edited by Spazzers on 03-16-2004 09:48 AM



    Buboopadoo
    HOBO Embezzler
    A Simple Resource Dealer

    A Developer's answer to everything:
    "I can't promise to try, but I'll try to try"
    Templar1865
    Tue Mar 16, 2004 11:31 am
    #26

    I've got to assume that the devs released the new CL10 criteria for pets somewhere, right? I mean, I KNOW that I'm just overlooking it. They wouldn't change something and not be explicit about what the change is.


    Ok, enough sarcasm. Does anyone know how severe the nerf is yet? Although pre-patch I know CL10s hit up (and over?) 8k health, what has it been pulled down to? 4k? Less?


    IMO, altering an item by more than 50% of its functionality counts as more than a mere "correction."


    Does this mean I need to pull all of the CL9 and 10 creatures off my vendor to check to see if they're invalid or not? Oh, wait. What information would I check their stats against...?
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