Bio Engineer Archive
Thread: Publish 17, BioE changes (formerly on TC: May 20, 2005... now on TC-Bria)
Kivrin wrote:
I agree. I fail to see what the Non-CH XP loss is accomplishing. How many people do you see using Non-CH pets in serious combat anyway? Furthermore, the "they could've done worse" point is a little insipid. We shouldn't be accepting these seemingly arbitrary and unresearched decisions on that principle alone.
Arthur, what happened to your sig? There's a 'Droid' where the word 'Bio' used to be?
it wasn't insipid, it was accurate. non-CH pets require a zero skill point investment. CDEF's require the same. what little we've heard from the devs in the past indicates that non-CH pets were NOT 'working as intended'.
if the devs want to allow non-CH pets to attack (which I think is a good idea overall), then I don't mind them putting restrictions on the usefulness of these pets in combat.
TC-Bria is up, it has blue frogs for skills and resources, and it has the code to be tested.
mozter2112 wrote:
am i missing something here? i just went out sampling, and i'm still getting all my samples with 1000 fortitude, thus making unuseable pets.
are you on Live code? or TC?
DNA with ranged attack will transfer a ranged attack to the clone.
whether or not the pet will use the ranged attack... I don't know.
Joker9125 wrote:
That is because their were very few CHs pre C/U/R/B. Once CH get some basic bug fixes it could actually be a viable profession which meansmore CHs to sell pets to. This fix ensures that the only combat viable pets will be in the hands of the CHs,as it should be.
I understand this mindset, being a CH myself. I was a master for quite a while until I had to give some of it up in order to have a vendor.
The problem with this mindset is that CH's can tame wild animals without having to send a single credit. As it is right now, no new BE combat viable pets can be crafted due to the DNA stats. Hopefully this will be fixed in the next patch as we see it on TC. Even so, this is a small portion of a BE's market share.
The "hate" system has already made many of theCL10 animals pointless. In a PvE combat situation, even a low level combatant will out-damage the typical CL10 pet, drawing aggro onto themselves. Why even bother with the pet to begin with? Even the uber 10's that passed the respec do relatively low damage. Their value laid in the fact they could hold aggro for an extended period of time while the combatant fired from a safe distance. A perfect pet for a craftsman with novice marksman skills. The value of this pet was not that it was the primary damage dealer.The value was that it could hold aggro. The "hate" system removed that situation completely. Fire one shot and the mob is on you like flies on you know what, regardless of the uber 10 pet you own. If you are lucky enough to own a pet that outdamages you, because of your CL or your weapon or that you own a nice pet, you are punished even further in that you could possibly lose looting rights or have your xp reduced. Why would anyone spend a single credit for a product that, more often than not, is going to be a liability or have no benefit to them?
This is why I say the nerf to CL10's is unnecessary and reduces and already devalued BE product, the CL10. How much is someone going to pay for a pet that only lives in their datapad? How many RP pets do you, as a BE, think you're going to sell? Ask yourself how many cdef pistols a weaponsmith makes and sells. Hey, they're good for RP right?
Joker9125 wrote:
This fix ensures that the only combat viable pets will be in the hands of the CHs,as it should be.
Psychopyro80 wrote:
lammergeier wrote:
Spazzers wrote:
Non-CH pet damage will now reduce XP amounts granted and possibly result in no kill rights. CH pet damage will still count towards CH XP
anyone been TESTING this on the new code? guesses and theories don't give me information to offer the devs.
I'm working on the cloning changes, and until I can create a nonCH pet, I can't do much to test this myself.
When it comes back up, I'll run some yard trash. Been working on tissues on clothing. At least 1 of the skill mods do not transfer correctly to the finished clothing product. But I'll get to the yard trash cause it looks like no one else wants it. If TC prime were up, I have several lvl 10 pets I could test this with. But.........*hosed again because of poor planning*
if this were TC, I'd have DNA with capped stats to test some of the new changes... and CL10 pets...
as it is, I've been avoiding the lag (which means avoiding the starter cities, which means avoiding yard trash). I need to make a trip back to civilization myself, so I'll grab some.
one thing to note (at least before the most recent shutdown): XP IS BUGGED. don't base nonCH pet changes to xp on the numbers you see, unless they fixed it. right now, the loot/harvest rights look to be the only thing we can test.
Spazzers wrote:You still have to grow the animal and have it trained in combat skills. A good test would be to simply sic the adult pet on a CL3 minor worrt, sit and watch the battle, then see if you can harvest from the corpse.
The second part would be to sic the pet on another worrt, wait until the worrt is almost dead, then shoot the worrt and see how much xp you get.
I can craft an animal this evening and let it grow and see if I can get it trained. My schedule won't allow me to do any real testing until this weekend however. Hopefully we'll have some data to present to the developers just in time to watch it go live anyway. (j/k...but not really though)
pets are insta-growing.
also, as noted above, xp is bugged.