Bio Engineer Archive
Thread: hrm.... so our answer...
Bio-Engineer
Currently a bio-engineered pet which is crafted under the current system can still get the "pet invalid" dialogue box when a customer tries to tame it, forcing the customer to change the creature's statistics or CL. This means that a bio-engineer cannot sell pet deeds with any confidence that the pet he or she has created will be valid. In what publish or mini publish will a system be put in place in which either 1) the bioengineer cannot create an invalid pet or 2) the bioengineer is able to check the pets' validity during or immediately after its creation? To us, this is a game-breaking issue that needs to be addressed.
The formula used to determine the level of a BE pet during the crafting process is the same as what is used to determine if a pets stats are valid. In fact there is a buffer in pet validation code to prevent exactly this possibility. It should never be possible to craft a pet that is considered "invalid" when calling it. Obviously there is a bug, but due to the nature and complexity of these calculations it is very difficult to track down. We look into the cases whenever we find repeatable cases on TC that cause this bug, but we haven’t been able to repeat it internally which makes it very difficult to track down. does it seem like a "sorry you're SOL" response? /eyetwitches
NancyJ wrote:
NOt at all, it's a 'we need more information on this bug to be able to fix it' answer
That's what it sounds like to me. If they are having a hard time reproducing it its very hard to fix. Just look at the armor 'hole'. They eventually got that fixed and it wasn't something easy or obvious. Same thing with the BH Jedi missions.
Its on their radar, they are looking to get it fixed, but until they can reproducing reliably then they can't get a time frame.
Looks like the info NancyJ is trying to collect will be very useful to the Devs.
NancyJ wrote:
NOt at all, it's a 'we need more information on this bug to be able to fix it' answer
okay, just checking!
it seemed a bit like our last question for cloning documentation and we got a long, drawn out answer that was basically "no"
i'm glad this is on their radar and they are working to fix it ![]()
NancyJ wrote:
NOt at all, it's a 'we need more information on this bug to be able to fix it' answer
IMO it's more of a 'we write sloppy ass code and don't know how to fix our **edit** up' answer but at least they are working on it.
Rather than submitting the recipes for the pets that they consider as overpowered, shouldn't we submit the recipes that result in the pets being forced to be changed at taming? It seems like what we have done is to confirm what they already know, rather than do anything to show what the problem is, from our perspective. It would seem like we have made the effort to show how badly we need to be nerfed, instead of how badly the pet check system needs to be fixed.
I think we need to do some specific experimenting on the 3k - 4k health, balanced HAM, 15-20% resists to Kinetic and Energy pets that we seemed to be having problems with, and demonstrating that they are most often considered invalid, so they know where the real meat of the problem lies.
LLan
Akelan wrote:
Rather than submitting the recipes for the pets that they consider as overpowered, shouldn't we submit the recipes that result in the pets being forced to be changed at taming?
I'd think they need both. To eliminate the overpowered results they need to examine combinations that make them. The same with the reasonable pets being made invalid.
Talthazar wrote:
Rather than submitting the recipes for the pets that they consider as overpowered, shouldn't we submit the recipes that result in the pets being forced to be changed at taming?
I'd think they need both. To eliminate the overpowered results they need to examine combinations that make them. The same with the reasonable pets being made invalid.
i agree