Bio Engineer Archive

Thread: i am worried about the upcomming nerf:/

YamadaMan
Sat Jan 03, 2004 8:19 am
#14

/word



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

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-- Aki'xianghua - Twilek Thug (Master of the LongPole - Rarities Collector)
ZenZha
Sat Jan 03, 2004 8:07 pm
#15

If they change the calculation of creature levels on pets that are already produced I cannot even imagine the tell spam from all the customers who have bought pets that they can no longer use. Would SOE really do that to us? Would you all give refunds for all these pets? I think I would stop logging in.


(my comments and questions are in relation to non karimuth/death head pets)


*Zen

DialUp
Sat Jan 03, 2004 8:37 pm
#16

History shows this:



All the pets we have made will get a new Auction name - Pre Nerf



Thats my guess anyways. Prenerf probots and, of course, the Krayt guns. The guns were outright cheating exploits and they left those in the game. Our pets are not cheating at all so I would suspect they leave them in the game. I have made several pets I am holding on to just incase my theory holds true.



I have only sold about six so called exploit pets and the customer was well aware of the fact that they may get nerfed. So I am in no danger of getting mad customers forom those but if they recalculate CL, or make our legit pets useless, I will have a great many customers beating down my door. That would be very unfair for them to do to us (and our customers). Afterall, this was their creation and the punishment should be distributed where it belongs, squarely on them...

Stratton
Sat Jan 03, 2004 8:52 pm
#17

I'm not worried about the much needed fixes to the cloning system. Why should I be worried about the end of all this shameless exploitation?


And the pets obtained through this exploitation must go also. If they don't go, or get fixed, I'll be seriously considering to finally close my account.

ZenZha
Sat Jan 03, 2004 8:55 pm
#18

You haven't sold any pets since the changes?



*Zen

Numen
Sat Jan 03, 2004 8:57 pm
#19






Luxorblack wrote:

So, now all pets are going to be the same statistically if they are in a certain CL?


Aka: all CL22 pets are going to have the same ballpark stats, give or take?



If this is the case, I am -sorely- disappointed. Especially given that the BE community is the oneshouting loudestfor these changes. There is and was no problem with the current system outside of the creation of unfair non-ch creatures via Kamu DNA.







I think he was inferring the same power for a lvl 22 creature. If one has no resists except 50% blast. A creature with the same exactly stats except instead of blast it is eletricity it would be the same CL. Certain weights are assigned to certain things.


The CL was taken down from lvl 15 to lvl 10. I don't believe the devs would have intended everyone to get a BE pet. Which is what will happen if a BE pet is 2-3 times better than anything wild out there.


A BE should be able to almost rip out any stat from a creature they want to and insert it into a new clone. Basically make their own creature. This is very close to the current system. The only problem is that a BE is able to produce something that is overpowering to the entire rest of the game. Nothing with 60% Kinetic should be lvl 10 or below. No lvl 10 pet should have more HAM than any lvl 30 wild pet out there. Certain things like that are obvious bugs in the new system. A BE will still be able to create that creature. They just shouldn't be able to create that creature at any lvl they want to. Lvl isn't something people should be able to choose. It is something that should be assigned based on what the BE puts into the clone.




Amandil Morier - Tempest - Master Chef
LoakG
Sat Jan 03, 2004 9:06 pm
#20

I have no problem with BE pets being vastly superior to anything in the wild. A pistoleer would have NO power whatsoever without a master weaponsmith. He would be walking around with a CDEF pistol. Same goes for any crafting profession. Why should the CH professoin be any different. I mean they may as well have krayt weapons become lootable off NPC's or something. I think CH's should have to buy pets from BE's. It just makes sense.
Albwan
Sun Jan 04, 2004 9:44 am
#21

Definately be prepared to take it like a new guy = first day in prison.


Greatest BE achievement: 4 critical failures on DNA in a row.

Scorus
Sun Jan 04, 2004 10:31 am
#22

They will fix this bug (bug fixes are not nerfs). I've been concerned all along about the fact that some devs are taking steps to make CHs and pets less overwhelming while other devs (or at least an other dev) are taking steps to make creature pets more effective. They have shown several times that one hand doesn't know what the other is doing, I am worried they will find out.

BTW, has anyone been following the chef changes threads? What has astonished me about them is that the chefs ask their Correspondent questions, he gives those questions to the dev in question (GreenMarine, who has fixed several professions and is obviously one of their top people), he then gets the answers back to the players within a couple of days. THIS is the kind of relationship that we (and all the professions) desperately need. There are so many unanswered questions, many of which require only simple answers.



Scorus
Tal-N
Sun Jan 04, 2004 11:16 am
#23

Well it's the 5th tomorrow, we'll probbaly not hear anything until mid week. We're going to see this fix come in that much has been assured. So i have to ask, what are the people who have been claiming that things are fine as they are gonna do when this fix comes in? You gonna quit or something?





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Alexia_Wheaton
Sun Jan 04, 2004 12:45 pm
#24

I for one really hope they nerf the non-ch pets back to within reason. Actually I hope they bring all pets made to this point and set their CLs to what they should be for their power.




Fairchild - Imperial not playing some dumbed down class! - Ahazi is ruined

Elizabeth Darling - what lame changes - Bria is ruined


"Who else thinks SOE are condescending $%*(#@*%!"
BoberFett
Sun Jan 04, 2004 2:52 pm
#25

We don't know how CL is determined, which is part of the problem. Maybe the devs don't either.


The other night I made some CL9 kaadu with 1200HAM, 20% resists. I then made a couple CL14 kaadu with 5000HAM 40% resists. There's quite a bit of discrepancy in the system, even when not doing anything exotic. Those are both first gen creatures, made using average DNA: arachne, bolle bol, bordok, gurk and snorbal. There doesn't seem to be any rhyme or reason to the final CL of the creature. Five CL levels should not be that large of a difference.


If there were any easier way to determine CL, such as a distinct CL stat in the DNA, and an accompanying way to experiment on it, things would be far clearer. For example if we have 5 DNA samples from CL35 creatures, they would combine to a CL35 template. We would then have a distinct line of experimentation to down the CL level. It wouldn't increase stats, only lower the CL. If you threw all experimentation points into it, you could create maybe a CL30 pet that had CL35 stats. This would mean you had two options, increase the abilities of a pet at an existing CL, or lower the CL. This would mean that BEs would do what their profession is for, creating pets that are better than what can be found in the wild at any CL.

Mattakar
Mon Jan 05, 2004 12:26 pm
#26

I fear the indiscriminate nature of the the SOE nerf bat. The problem needs to be fixed, but it must be done intelligently. Which means we really need to guide them.


What should happen is that the devs decide on a max improvement our pets should have over wild. Say, we can make a creature 50% better than a wild creature of equal CL. (CL10 could be as good as CL 15 or cl 70 could be as good as CL 105). Or 10 levels lower, if that was a prefered method.


They then have the template creation done just like it is now. No CL considerations at all.


They then add experimentation back into the creature creation, with template quality and food quality factoring it. The game makes the new creaturs stats, assigns a CL just like on wild creatures, and then adjusts it downwards based on the quality of success. We then can experiment the CL down just like any other stat, with the 100% level equallingthe decrease set as maximum.


That would make meat and flora quality matter again, and give us the control we need to know what CL we are getting. And would set a maximum for our abilities, especially where non ch is concerned.




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!
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