Bio Engineer Archive

Thread: Big nerf to BE pets in pub. 21?

LloydPickering
Fri Aug 05, 2005 9:39 am
#14



Mr_Desert wrote:
Well maybe my pet stims will become a bit more popular, im not complaining tbh.





You may not be saying that when u read this thread...



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Cindal
Fri Aug 05, 2005 10:42 am
#15






LloydPickering wrote:





Mr_Desert wrote:
Well maybe my pet stims will become a bit more popular, im not complaining tbh.







You may not be saying that when u read this thread...



GAH!!! I don't have any Post-CU Pet Stims on my CHs but do have Pre-CU Stims (which were broken after Pub 18 I think). The Pre-CU stims worked just fine although only did 225 heals - and I could spam them all night last night and I've been using them this morning as well. Grrrr, did they fix the old and break the new???




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Spazzers
Fri Aug 05, 2005 1:09 pm
#16



I posted in that other thread that the pet stim thing that causes some pet owner to not be able to heal their petsis an intermittent bug but I'll repeat it here. I don't know what causes it however.


There are also reports of an intermittent bug that does not allow a droid to heal either.


I haven't run across the vitality loss thing some CH's are claiming when they are incapped. My account is expiring soon so I've spent the bulk of my time cleaning out houses and giving away items to guild members.


I do not believe a BE pet can be crafted with an inate ability. I don't think this is a bug. I believe it is intended. The reason being is that a wild animal having an inate ability is random. You do not know if the animal you are trying to tame has the ability either, until you tame it. If a BE could simply craft animals with inates, CH's would flock to the BE's and ask for a bajillion (yes that is a number) level 1 gnorts with all the inates so they could grind them very quickly and learn all the skills. The developers love long grinds. Grind = money. The longer the grind the more money they think they make.


I have not noticed any change with regen rates for different pets but to be honest I haven't been watching. The pets I'm taming are grind animals. If they tank I don't care. I'm just trying to learn an ability. This new system pretty much trashes the "my pet is my friend" aspect of the game though.


Early observations - for the most part CH's like it over all. BE's do not seem as receptive for obvious reasons.

Message Edited by Spazzers on 08-05-2005 01:11 PM



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wompdog
Fri Aug 05, 2005 1:56 pm
#17


I havn't looked at that aspect of it although i couldn't see a BEspending the time to find a dna sample that had a random occurance special added toit all for the purpose of developing a low level animal stock for abilies only. I also dont' think the CH population would want to spend the amount of $ it would probably take to make it in a BE's intrest of doing it. (Any CHnow has the same ability to sell tamed babies before he uses them specifically for the inate ability for less investment than a BE could). I am just hoping they keep in mind the only advantage to having BE pets is if they can be crafted to be (at least a little) superior to ones that can be tamed in the wild. I supose this could also bebalanced by having the inate abilities take up the wild creatures coresponding ability slots.
Meplorium
Fri Aug 05, 2005 2:10 pm
#18

If made right BE pets have more health than wild pets. That is an innate health boost, which is one of the pet abilities. So it is there, just very specific.


The biggest problem with BE pets is their sizing. Big pets aren't useful in dungeons and even in the open they obscure vision. This makes them very undesirable in groups. If they do group to keep track of their health, they take up one of the few group spots making them even more undesirable. Pets are simply not welcomed. I feel that is the biggest minus to BE pets currently.


The CL10s will of course almost always be wild pets with an innate ability fixed in. People will want mounts with fleet footed 3 leaving only one other slot. Some won't care that have no intentions of really using the pet but a few minutes of amusement once a month. Those that will use them as mounts or what have you will want the best ones possible, which means wild caught. Maybe if good CL10 BEs can be made with added health, they may be in demand. I personally haven't done much cloning, think I was able to hit 2-3k ham on a CL10 once, which isn't bad for a CL10. So that may help.





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Anarrion
Fri Aug 05, 2005 2:38 pm
#19

An advantage to BE pets will be a type of stacking. If someone wants especially high damage, for example, they can get a BE pet tailored for that and then addMarring Stormon top. I'm thinking a BE pet made with veryhigh health regenand then taughtL3 Beastly Constitution would be great too.
wompdog
Fri Aug 05, 2005 2:47 pm
#20


Good ideas. Might be kewl if they linked the number of ability slots to the quality of DNA too. That would actually make being a MBE worthwhile if the wild pets had slots matching say the "average" DNA samples would produce. If by using the "very high quality" dna we could add say up to 6 slots on high level critters with an amazing success or something that would make up for a wild pets xtra inate ability and add some flavor back into creature creation hehe.

Message Edited by wompdog on 08-05-2005 03:02 PM

wompdog
Fri Aug 05, 2005 3:01 pm
#21

LOL, or as long as i am dreaming they could allow after successfull BE base slices the BE to dowload off of the terminal "secret research data" that would allow them to add an inate ability lvl 1,2,or 3 depending on the strength of the base! but i won't hold my breath haha
Kaomond
Fri Aug 05, 2005 4:36 pm
#22


Right tested ona CL8 and a CL10 dewback and no non-ch pets do not gain skill when handled by a non-ch, they do when handled by a ch tho, this leads me to believe that instead of giving the pets their own experience system they have grafted it onto the current creature handler system.


As we all know whenever you carry out an action that could gain experience it does a check to see if you have learned a skill that qualifies you to gain experience for that action, instead of checking the pet to see if it qualifies for experience it instead seems to check the player to see if it qualifies for the experience, notes if you have the skill and awards experience if you have the skill, now if you dont have at least novice CH and use a pet in combat it check you for the skill, sees you dont have the skill and basically says 'nah dont qualify you aint getting any xp' and doesn't issue the xp to the pet.


I propose that this is added to one of our main issue lists as this is a large chunk of our business being thrown out of the window, i sell a lot of non-ch mounts and now these pets cannot be used by a non-ch unless they know a ch who is willing to spend time leveling their pet for them. What i propose is that the devs look into asystem whereby the check is made against the pet and not against the player and obvioulsy placing an experience cap on each level of pet so it ....


a. never grows beyond a certain size (preferably mountable size at around lvl 8)


b. can never havetoo many specials slots


This would allow us to still sell pets that are at least useable as mounts to non-ch's and not ruin a large chunk of our business.





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LuCha
Sat Aug 06, 2005 5:25 am
#23






OfficerDibble wrote:



I've been paying particular attention to regeneration recently and before publish 21 I was seeing regen rates of roughly 40 health per second in a BE pet with 670 regen and around 36 health/sec for 300 regen. In contrast to this, wild pets regenerate ataround 75health/sec for a level 70, 50 health/sec for a level 50 and so on.


After publish 21, wild pets still regenerate at the same rate, but BE pets regenerate much much slower now. 670 regen gives only 19 health/sec now and 300 gives only 11 health/sec.


You might think, so what? BE pets never had good regen anyway, but consider this... typically in combat a lvl 70 pet will take about 200 damage every 2 secs in combat. Thats 100 dps to the pet. A wild pet regenerates about 70 dps of that meaning wild pets only take 30dps damage. Before publish 21 a BE pet would regenerate about 35-40 dps of the damage thus they took about 60-65 dps damage in combat (but since they attack twice as fast as wild pets this evened out, they take twice as much damage but they also did twice as much damage). Now however a BE pet regenerates at most about 10-20 dps of that damage, meaning they now take 80-90 dps in combat.


If you followed all that it means that BE pets now take about 30-50% more *effecive* damage in combat than they used to, (and a whopping 160-200% more damage than wild pets). On top of this it means HUGE down times waiting for BE pets to regenerate their health after a fight, if you don't have medic skills.


I could be wrong on this. I'm assuming health regenerates at the same rate in combat as it does out of combat. It might just be a bug or the regeneration rates might improve as the pets level up, but my wild pets haven't been leveled up at all and they still have the same high health regen as they did before.


Has anyone else noticed their BE pets perform worse than they did? Particularly those with low regen stats? Do you have much longer down times?

Message Edited by OfficerDibble on 08-04-2005 07:55 AM





Well I played around all day today with taming babies and grinding xp with them. Babies now have adult stats when you tame them, but you still need to use them to learn the specials from them. After grinding to learn the specials, you have to grind your favorite pet up to be able to teach it specials. Lets just say 50 MILLION xp isn't too far off if you want to know most of the specials and have a data pad with pets trained to use them. /sigh


REGENERATION: One thing I did learn today from all my grinding is that my wild pets didn't regen very much at all. If I didn't have my medic sitting there macro healing the pets, it would have been just stupid. (last I checked pet stims were busted, and since then I haven't checked again) I really believe ten mins would be about right for a pet with a high health to fully regen. It seems to make the beastly constitution special a requirement if you are going to use your pet to attack more than one thing every ten minutes.




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Aerontako_Shretalon
Sat Aug 06, 2005 6:06 pm
#24

I never relied much on regeneration in combat. I'm just find useing my novice-medic level of bacta shot.
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