Bio Engineer Archive

Thread: Pick up your syringe & don your lab coat

Nemthang
Wed May 26, 2004 4:31 pm
#1

Folks-


My take onon Thunderheart's 19 AnswersBio Engineer post this week is the Developers need our help addressing the current issues with the invalid check code.


If we really care about our profession and really want to make a difference, here is what we can do:


This wekend, let's all devote a few hours of play trying to replicate creating pets that get adjusted to a different level after they are tamed. Once you make one, do it again and document exactly what you did until you can replicate it each time. I think it's a bit onerous to expect us to write down individual DNA values in great detail, but it should be easy to pin down


-Creature DNA used

-Experimentation points spent

-Experiment results (failures etc.)

-Stats of the final creature in deed form

-Results of the adjustment process


Post this in NancyJ's stickied thread for invalid formulas. So far there are a whopping 4 posts on that thread.


Anyone can **edit**, let's all get out this weekend and see if we can help. I have never had one of my pets get adjusted, so this is going to be new for me.


(Yes, I know we are doing their testing for them and no I'm not selling out - I just want it fixed).
JayceMilam
Wed May 26, 2004 4:41 pm
#2

what 19 answers post? Did i miss it?



Play with HONOR
Akelan
Thu May 27, 2004 8:39 am
#3

It is in a different forum, it is "we're working on it, we don't want to do that, or we don't understand why it's broke yet" issues to a number of questions from different professions on their concerns. Some have characterized it as 19 evasions, I don't think it is quite that bad, though several of the answers, including ours, fall into the "we're aware of it and going to fix it sometime in the indeterminate future so you can stop complaining and trust us" type of answer that I was afraid we would be getting.

They don't understand why the invalid pets of what we consider reasonable levels are happening, much less why the "monsters" work, and they think the code precludes this from being the case, so we need to demonstrate it beyond the possibility that every BE in game is deluded, passing on hearsay, or outright lying, so they can fix it. They do intend to fix the overpowered pets though, and my hopes, if not my expectations, are that they will do it through refining the code rather than adding a further level of "pet-check".

There are some other interesting things in the list for other professions; it is well worth the time to read.
Kevm
Thu May 27, 2004 9:12 am
#4






Akelan wrote:

They don't understand why the invalid pets of what we consider reasonable levels are happening, much less why the "monsters" work, and they think the code precludes this from being the case, so we need to demonstrate it beyond the possibility that every BE in game is deluded, passing on hearsay, or outright lying, so they can fix it.




Its not that they don't believe us, or they think we're lying. Its the fact that the BE dev is also the lead for the Jedi revamp and they are having a hard time reliably reproducing these pets. If they can't reproduce the bug then it kinda hard for them to nail it down.


NancyJ is attempting to gather as much information she can to give to the devs. Some have complained that we are doing the testing for them, but how I see it is we can either help them by gathering information, or we can sit and complain and wait for them to figure it out themselves.


No matter what, the simple truth of the matter is the collective BE's have 1000s of times more play time on the system than the Devs could ever hope to have. What's faster? 1 BE dev trying to figure out all the possibilities that produce these pets, or the 100sof BE's that use the system daily?



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!
XpNsVe
Thu May 27, 2004 10:08 am
#5

I'll have to double check some of my invalids and post em up.


Maybe we can see a trend between our recipes and swgcreatures's DNA Lab recipes





The first fansite dedicated to Bio Engineer;
SWG Bio Engineer
(swgbe.mmospy.com)

ArthurDentOnBria
Thu May 27, 2004 10:28 am
#6






Nemthang wrote:

Folks-


This wekend, let's all devote a few hours of play trying to replicate creating pets that get adjusted to a different level after they are tamed.




See, I think this is part of the misunderstanding though. The only pets that I've ever made that got hit by this were those made with that old formula (dasher/picket? can't even remember it was so long ago). A noob BE friend of mine made some that were adjusted, but those were really measly creatures (<2k HAM). Isn't the *real* issue all those overpowered pets that are not getting adjusted?


The other things is... us BE's who are not CH's really have no way of testing this. I'm not going to make a bazillion pets and take each one to a CH just to see if they get adjusted.


Message Edited by ArthurDentOnBria on 05-27-2004 10:30 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Nemthang
Thu May 27, 2004 11:06 am
#7

My esteemed colleague Arthur wrote:


"Isn't the *real* issue all those overpowered pets that are not getting adjusted?"


No. That is a different issue that is also going to be addressed. NancyJ has already forwarded recipes for these overpowered pets to the Developers to look at.


What still needs to be addressed are instances where a pet is created say CL12 and when a customer tames them, the adjust CL or stats dialogue pops up.


To net it out at this point, the developers have made an official comment on the CL10 60% kinetic 10k HAM pets - they are overpowered but people who have created them are not exploiting or cheating. The developers will be addressing this.


What the developers haven't been able to pin down and replicate is the CL12 deed pet that becomes a CL13 tamed pet. Their official statement is that this shouldn't happen. If we can document a specific repeatable example of this, they can debug and diagnose it quickly (provided it is a priority for them to spend time on which is another issue).


In my view, the invalid/adjusted pet deed is a much larger issue because this prevents us from selling pets with confidence. At this point, a BE (like me ) who creates CL10 60% 10k HAM pets has an official statement that they are not cheating but that these pets will be adjusted down in the future. Nothing new there.


Regards-
Busukaba
Thu May 27, 2004 7:03 pm
#8

OK, to start, I'm a really new bio-engineer, just started 2 weeks ago. I'm at 1-1-3-1 in the skill tree and had a very tough time just trying to make a simple level 10 pet. I had to discard 3 pets which, after I made them said that they were level 9, 10, and 9 respectively. Each one went up 2 levels when I had a CH tame them. The pet I made that I use as a pet started out as level 8 and when the CH tames it, it jumped to level 10.


I was wondering if these are the types of errors that the devs want to see. Everyone else posting is talking about more powerful creatures and 2nd generation recombines. I haven't done any 2nd gen stuff and all the stuff I make is just a random collection of stuff to see what effects what. My DNA quality doesn't even get above "above average". Should I get together with a CH and make a bunch of random junk as only a BE with 2 experimentation points can or does the crap that I put out have such little impact on the community, since CH only use them to grind with, that I shouldn't worry about it.


Frankly, I'm amazed that people are posting and saying that they never get invalid pet codes. I didn't even experiment at all on the DNA for the 4 pets I tried to make for myself and every one was invalid. I don't know if any of my newer creations do the same thing because they're all level 15 and up and being sold to random CH on the bazaar. Anyway, if you guys think that the devs want to see a smattering of essentially junk pets which are invalid, if I have any time to play this weekend, I'm sure I can fill up some forum space.



Waivveen


Akelan
Fri May 28, 2004 12:53 am
#9

Try this one for "invalid pets"


SH - Spineflap Handmaiden SS - Spineflap soldier


SH SH


SS SS


SH


Resample and combine for a second gen of all resampled DNA


First gen will be 13'ish with 15% resists to Kinetic and Energy, second gen with careful experimentation should be about 3K/2500/2800 with the same resists


These started out quite well as CL 10's and were popular, then the pet-check code was introduced and nearly every one I made after that was "invalid", at which point I stopped making CL 10 "balanced" pets for quite a while, as I did not want to make the "monsters". When my friends were unable to find anything at all for CL 10 with any decent stats, I finally started making the CL 10 monsters, since they were the only type that was usable and the answers from the devs seemed to be no closer to any chance of making anything else.


I'll have to check my notes on other pet recipes that were good CL 10's prior to the pet-checks; I used 2 or 3 recipes that resulted in 3k - 4k health, well balanced HAM (at least 60-75% of the health for each of the other two pools) and acceptable resists to both Kinetic and Energy.


LLan




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