Bio Engineer Archive

Thread: Evaluation of the dna sampling cap and why it appears to be lower than intended

Anarrion
Sun Feb 15, 2004 2:39 pm
#14






ArthurDentOnBria wrote:

...What I'd really like to see though is more creatures in the CL 65-80 range. I think that would benefit the game in so many ways.








I would love to see this too. Also, the CHs need more tamable pets in the CL 65-70 range.
Windsplitter
Sun Feb 15, 2004 7:12 pm
#15

I think the cap should be removed too. Even if we could sample off anything, in order for us to make it tamable by a master ch, we would have to go through numerous generations just to bring it down to a level that allows an MCH to call it. What does this mean? Alot of hard work yes, but, it does allow us to be more creative in terms of the resists or specials that the CL60-70 pet might have.


They could even remove this cap but impliment it so that the minute we hit medium armor, the pet becomes a CL90 pet by default for example then we would still avoid the general fear of being able to create overpowered pets




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Katharian
Sun Feb 15, 2004 8:02 pm
#16

I would like to sign on with you on this one Tal-N. As always you seem to be on top of things and testing a great deal along with a few others on the board. I think that a cap of 100 would server us as a community better than 75 if we must have a cap at all. With the usable pet cap of 70 it shouldn't make any difference if we get higher samples than 75 or not. If we make pets with a cl over 70 onone can us it anyways.



Kalin Kitharian
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XyberViri
Mon Feb 16, 2004 12:52 am
#17


If they keep the difficulty in Getting the higher level DNA then the cap should be removed.


Hell with DNa that high most BE will have a issue with blowing the CL out of the usable limit.


We should at least be able to Sample DNA from a ANY Clone we have made, or we should Be given the abiltiy to Send the Clone Strait to a DNA sample from Crafting if we Blow the Cl too high.


edit: and honestly i have had the most fun makeing clones than i have doing Anything else in the game in the last six months. i had some fun pvp'ing on sat duringa raid but i mostly got to test out clones in pvp.


Heck i wish i Could try and make a CL 300 Kimo from Krayt dna even if no one could tame it.

Message Edited by XyberViri on 02-16-2004 01:57 AM



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SSquirrel76
Mon Feb 16, 2004 1:29 am
#18

RonninOtnemem said:


"WE NEED DOCUMENTATION ON HOW THIS WHOLE SYSTEM IS SUPPOSED TO WORK. (Hint, hint DEVS)"


TH has said that that will be coming as a Friday Feature within the next month. Look at the 2 most recent pages of Dev Tracker for the blurb





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Tal-N
Mon Feb 16, 2004 7:30 am
#19





I sampled an Enraged Rancor this evening so I am afraid the 75 cap is wrong. Did it first go to then failed and died on every other Enraged Rancor I tried sometimes with upto 12 goes before it turned round and kicked me in the nuts.


The effective cap is CL75, your probably one of the few people to actually get a fresh enraged rancor sample because of how low the chance is of getting one. As I said you can actually make a successful maskscent check against something which is CL120 (while maskscentcaps around +100)but it's exceptionally hard. The reason why I know though is because it's far easier to push your maskscent than to run up to an Enraged rancor and stick it with a needle dozens of times with one failure after another. I also tested the maskscent limits before tissues were working as well so the odds are you can do it far easier now.



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meroc
Mon Feb 16, 2004 9:28 am
#20

I actually think it would be possible (if AR2 is possible at all), though difficult and time consuming.


As long as it sticks to the same ruls as AR1, you'd just need to hope for a "fail" on Hardiness while experimenting Physique and try and keep Fort up. It's not that hard to "rig up" to get more fails than normal (like you need a special rig half the time anyway :/), so it'd just come down toluck...


Be something interesting to mess around with at least )





Tal-N wrote:

Well as i said it looks like to get medium armour you need fortitude at 1000. if thats true then I'd imagine it would be nearly impossible to make a tamable pet with medium armor. Keeping all of those other stats low enough to allow for 1000 fortitude would take a fantastic number of generations to pull off and I doubt that someone could lower a CL100 animal to CL70 and still keep it high enough.









Meroc

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rebus_ks
Mon Feb 16, 2004 12:22 pm
#21


SSquirrel76 wrote:
RonninOtnemem said:
"WE NEED DOCUMENTATION ON HOW THIS WHOLE SYSTEM IS SUPPOSED TO WORK. (Hint, hint DEVS)"
TH has said that that will be coming as a Friday Feature within the next month. Look at the 2 most recent pages of Dev Tracker for the blurb



Could you please provide a link to the article, because I can't seem to find it.

I'm not really going to get my hopes up too much, though, because most of the Friday Features seem to consist of them saying "Look! Pretty pictures!", "Here's some stuff we thought sounded cool", and "We don't really know what we're doing or how we're going to do it, but we're going to do it anyway."

Sorry about being negative, but BE documentation needs to be much, much more than a Friday Feature.
Mirrl
Mon Feb 16, 2004 12:36 pm
#22






meroc wrote:

I actually think it would be possible (if AR2 is possible at all), though difficult and time consuming.


As long as it sticks to the same ruls as AR1, you'd just need to hope for a "fail" on Hardiness while experimenting Physique and try and keep Fort up. It's not that hard to "rig up" to get more fails than normal (like you need a special rig half the time anyway :/), so it'd just come down toluck...


Be something interesting to mess around with at least )








Also important to remember the 850 break point in this. Any attribute where the"potential max" is over 850 will have an initial statistic which is higher than the "potential max". Attributes where the "potential max" is lower than 850 will go down. This means that its possible over several generations to actually raise certain attributes if you can get samples over 850. (You need to do this to get the potential max over 850) For creatures CL75 and below the only attribute I have seen which gets higher than about 750 is dependability. However I believe several of the creatures in the CL85 range should have most of there attributes this high.



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Plageron
Mon Feb 16, 2004 12:55 pm
#23

The sampling Cap is just another example of another failure system being put in.

You see originallY i am sure it was made to curb High Level creatures(this was before the entire Creature Level thing)

But now its obsolete.

Just like we still have an obsolete failure to use the skill percentage. Since our skill already failures to collect samples on things this extra failure is obsolete.

No big deal its called its a lack of motivation to fix the problem and instead its just left the way it is.



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Peter Venkman from Ghostbusters
Akelan
Mon Feb 16, 2004 12:56 pm
#24

This is a very clear and well exposited consideration, and if the developers do not at least listen, they are missing out on considerable talent and interest from their customer base, and the experience that comes from ferreting out the professions secrets to an extent that simply creating them does not provide.

As for another person's comment in the thread that we are "left with the rancor specials and resists", this is indeed true, or largely so, but in part due to our own reaction to the potential risk of losing the exceptional amount of work that it would require to breed in other specials to the critical failures.

If we did not lose the template, and the hours of work necessary to create and resample and create again, we could breed in differences and become the true masters of our profession; selecting the pieces and carefully and patiently manipulating them to gain the incremental advantages that would result in the best eventual result. The simple fact that the result of all of that effort is increasingly likely to be lost in a totally random event is what, more than anything else, deters us from making anything other than a mutant rancor in a gurreck skin.

We need the same consideration that the other elite crafting professions are given to their work and the value of their time. They do not lose manufactured subcomponents in a critical failure, and we should not lose the 6-8 hours of collecting and carefully combining, experimenting, resampling and iterative processes we go through to create these creatures to a simple random chance which we have no effect over.

Increasing our sampling cap is a quite reasonable request, and makes sense in the context of the master bio-engineer in the game's setting and time. Safeguarding the effort and time of the customer is something SOE should be focussing on as a mission level objective, and the random wipe of hours of effort seems to negate that focus.

LLan Farseeker
Windsplitter
Mon Feb 16, 2004 1:06 pm
#25






XyberViri wrote:


If they keep the difficulty in Getting the higher level DNA then the cap should be removed.


Hell with DNa that high most BE will have a issue with blowing the CL out of the usable limit.


We should at least be able to Sample DNA from a ANY Clone we have made, or we should Be given the abiltiy to Send the Clone Strait to a DNA sample from Crafting if we Blow the Cl too high.


edit: and honestly i have had the most fun makeing clones than i have doing Anything else in the game in the last six months. i had some fun pvp'ing on sat duringa raid but i mostly got to test out clones in pvp.


Heck i wish i Could try and make a CL 300 Kimo from Krayt dna even if no one could tame it.

Message Edited by XyberViri on 02-16-2004 01:57 AM





with you on that one, im mostly for combat but this class has made the game so much more interesting in its complexities.




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


projecto2501
Mon Feb 16, 2004 5:45 pm
#26

I agree whole heartedly. The CL calculation is THE guarentee that a pet is not unbalanced. So let us sample to our hearts delight.
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