Bio Engineer Archive
Thread: Some Official Info At last:
This was a message I posted last Thursday:
Just a quick question regarding CL 10 pets, bugs and exploits.
Here are a couple of screenshots of some non-CH pets that a lot of BE's are making right now, whether or not they are considered to be 'exploits' is a hot topic right now.
High HAM, High Kinetic
High HAM, High Damage
Theres a lot of mixed signals going around and not a lot of solid information. Some people are being told by CSR's that these pets are exploits, the makers of them are cheating and that anyone found making them or using them will be punished - others are being told the complete opposite, that the pet validity checks are working and that if the pet passed them it was fine.
Just a yes or no to whether these are considered exploits would be great
On friday, TH posted this from Keldarin
Keldarin's answer was:
These pets are more powerful than level 10 cloned pets are intended to be. I would not go so far as saying that players who made these "cheated" however. It is known that there are still ways to create these overpowered pets and they will be tuned down. When that happens they will be considered invalid and will have their stats/level adjusted automatically.
I'd be very interested in knowing how the "High HAM, High Kinetic" pet was made. That one has stats that are even out of the range that I was aware could be made. The other one is pretty standard for the broken pets however.
It is an issue that they're working on and will be fixed (retroactively) at some point in the future.
Message Edited by NancyJ on 05-24-2004 03:08 PM
Message Edited by Kevie on 05-24-2004 06:02 PM
Bracci wrote:
Why is it when the DEVs realize that a weapon in the game does more damage than intended, they change the crafting process so that it can't be repeated, but leave the weapons in game until they decay to 1/1 condition, but when a creature is crafted that does more damage than intended, they nerf it to hell and back making it completely worthless (*and* change the crafting process so that it can't be repeated)?
Probably because most pets can last almost indefinately if used correctly with the use of petstims and vitality kits that never fail, or lower the condition of the pet (or even destroy it out right), where as weapons decay with each shot fired, and can be made worse, or destroyed, if they are repaired.
NancyJ, I find it incredibly odd that you had to ask for clearance before you posted this. Are things -that- bad that even strait and needed answers (that offer no promises, but clarify an issue) are locked up behind several layers of red tape?
Its well known that any information provided on the Correspondent forum needs clearance before it gets released.
Luxorblack wrote:
NancyJ, I find it incredibly odd that you had to ask for clearance before you posted this. Are things -that- bad that even strait and needed answers (that offer no promises, but clarify an issue) are locked up behind several layers of red tape?
Particularly quoting a developer without permission is a big 'no no'.
NancyJ wrote:
...
On friday, TH posted this from Keldarin
Keldarin's answer was:
... It is known that there are still ways to create these overpowered pets and they will be tuned down. When that happens they will be considered invalid and will have their stats/level adjusted automatically.
...
It is an issue that they're working on and will be fixed (retroactively) at some point in the future.
This is what absolutly drives me insane. That we can, and will still be able to make "overpowered" pets.
Why are we the only profession that can make items that are invalid?
When will they fix it so we can't make invalid pets?
When will it be clear what their definition of "valid" is?
After all of this is done, will we even be able to make class 10's creaturesthat are comparable to thedroids that are available now? Because their stats after the validity checks are no better than wild. And while we're on the subject, why even bother re-adjusting the stats or level?? The system nerfs the "invalids" to near uslessness anyway.
Message Edited by AnakinsClone on 05-24-2004 09:14 PM
or does this mean that the actual creature levels will have definate maximums and minimums to them.
I think the Skins technically should have a maximum and minimum range with the Creature levels controlling the over all percentages.
But you know....what the heck do I know....
Plageron wrote:
So does this mean that perhaps maybe our Creature Skins will eventually have a set of maximum stats and a set of minimum stats?
or does this mean that the actual creature levels will have definate maximums and minimums to them.
I think the Skins technically should have a maximum and minimum range with the Creature levels controlling the over all percentages.
But you know....what the heck do I know....
NO maximums! Minimumss are fine and understandable, but I don't want the creatures I can use limited by CL maximums. How would you work maximums anyway? The way minimums work is if I take junk DNA and put it into a Rancor skin it will be CL 35 but have stats comparable to CL 8. What would happen if I have a CL template that would normally by CL 50 but decide to put it into a skin with a CL max of 30? Would it be CL 30 but with the stats of CL 50 (obviously overpowered) or would the stats be adjusted down to CL 30 (and be totaly wothless like our adjusted CL 10's today and be only as good as a 'wild' CL 30).
Once again...NO maximum CLs for pet skins.
Templar1865 wrote:
Kel implies that the cloning system itself is working close to as-intended, but the creatures that coming out of it are not. If it were me (and I know it certainly isn't), I'd simply change the stats on the creatures where this DNA comes from. Bringing secondary stats in closer line (raising the secondary stats) with the primary stats would eliminate this issue. I think the situation comes from Kel not having the ability (nor would any one person) to run all the permutations/combinations of Pet DNA that are out there.
How in the hell can it be working close to as-intended if the results are not as-intended? We are the only profession in the game that can make a product that when the customer uses it it gets changed dramatically. We are the only profession in the game that gets told our end product is completely invalid, though we use no loopholes or exploits to generate them. The cloning system is broken. Until the Devs realize this and fix it, an entire tree of our profession is screwed. I am *very* hesitant to fill any orders for CHs that request them since I cannot guarantee the end product. If you told an armorsmith that you wanted an 80% kinetic armor, and paid 50k for it (for example, don't flame the numbers