Bio Engineer Archive

Thread: Question to TH: Invalid pets, submitted 5/3/04

Devero
Tue May 11, 2004 8:43 am
#79






Meplorium wrote:


The problem with BE is you can fail while sampling. Can fail at the creation of the template, fail at the creation of the first transition animal, then fail again sampling, then fail again making the template and once again at the final clone, if it even turns out how you wanted it. It does make an excellent pet that much more unque and special, but since there are a few one gen standard recipes that may not be the case.






Same with any craftnig profession when you are working with enhancements that are rare. If I have 11 tissues and want to make some power handlers for a T21, there is a possibility I can crit fail on the first attempt to make a schematic and therefore not be able to construct the T21 at all. This has occurred once for me so far and is quite a dissappointment.


Same for armorsmith. Same for.. well. everyone.


So as long as all crafting professions are treated equally I dont mind. I am annoyd that they simply chose to allow architects to click the "oops.. try again.. this is a Freebie" button.


Reduce the odds of failure.. Drink some good brew.. all are better than simply allowing crit failures to be ignored.

Albion_DeCrappa
Tue May 11, 2004 9:44 am
#80

I like this better...


Why doesn't anything work like it's supposed to, and when do you plan on making it work like it's supposed to?






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Devero
Tue May 11, 2004 10:12 am
#81

No complaints.. But if they remove Crit Fails.. do it for every profession. It was not right to fix a single profession like they did for architects.



Meplorium
Tue May 11, 2004 11:13 am
#82

The issue with architects is rather unque and not felt by weapon/armorsmiths. Architects had/have a low, often very low, cpu value to their products. Many starting architects were living from sale to sale and got ran out of business by a crit fail or two. If architects recieved the same cpu armorsmiths do, or even chefs or BEs on their tissues, then crit fails would not be an issue. Architects could crit fail 3 out of 4 times and still turn a nice profit. Since all crafting professions are not the same and since they each have their own needs and issues, you can not possibly treat them the same. You would be doing all the professions a disservice with such a cookie cutter approach.


As to my personal feelings with crit fails, they add nothing to the game for me and are an annoyance if anything. When I was just making my living as an architect, it was rather devisating to have a crit fail. Now that I get that high chef cpu and the income is good, I didn't feel too much pain when my 11 tissues had a crit fail on the first one. I just got other guns made.





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ArthurDentOnBria
Tue May 11, 2004 11:30 am
#83

Meplorium,


I agree. I've always been baffled at why architects sell harvesters in particular for what they sell them for. There isn't anything that you can buy in the game that will increase your ability to earn credits more than buying a harvester, yet they practically give them away, and I'm really not sure why. I would blame it on holo-grinding, but it's been that way since launch. I was an architect before they changed the crit fails for them and it sure was devestating. For me running a small-time "noob" operation a medium house or a medium flora represented about 3-4 days worth of harvesting, and when I crit failed on those (and I did several times) it was like losing a weeks worth of revenue. BE crit fails are real similar, when you crit fail on a MR combine, or spider queen, or BMBQ or whatever, that usually is a couple of nights worth of work down the drain.





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Kevie
Tue May 11, 2004 11:38 am
#84

all i know is i haven't critical failed on a pet in a long time-

but i did critical fail twice out of five D stims a couple nights ago..... was enough to drive me crazy since they were gifts for the ranger/creature handlerthat was helping me collect meat that day


i have never heard a good argument for critical fails either..... it's not really so much fun when you critical fail on huge things

(like the day when cities went live, our architect critical failed on the city hall )




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Devero
Thu May 13, 2004 5:34 am
#85

Damun finally got to 1/1/1/1 CH and tamed the first half-decent level 20 pet Evyl made for him. :-) So I'm a happy camper today. Tigger is level 2 and sharp as a tack.


He'll wind up with about 8800 health, 5k action and mind. Only 29% kin tho.. and as Evyl only had 3 experimentation points when she made Tigger, I missed Armor by 17 fort. argh.. But he has several decent resists.. 25% energy and 79% elect a well as a ranged attack.


Not a great pet, but my first decent useable one. :-)



Devero
Sat May 15, 2004 12:56 am
#86

Off to Endor again tonight to see if I can top my level 20 pet. I'm hoping for some armor this time around.


I'm assuming E3 is over now?


Devero
Mon May 17, 2004 6:15 am
#87

I wonder if this 2-week old question will eventually receive a response.
Myonax
Mon May 17, 2004 10:39 am
#88

Hopefully they will get answered today.
Kevm
Tue May 18, 2004 12:27 am
#89






Myonax wrote:

Hopefully they will get answered today.






Nope. TH went home early today. Hopefully we'll see it later in the week with the 'every 2 week' 19 semi-answers thread



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
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