Bio Engineer Archive
Thread: Pet System Feedback
Hehe mate no-one is saying that you cannot make a working pet. People are saying
- It is very very hard to make a level 60-80 pet with sensible stats (Well I am saying that)
- Specials are not showing up on DNA and hence not on pets.
- Many Many DNA samples even from low level DNA are showing up with fortitude or cleverness at 1000 making them useless.
This reminds me a bit of my first GOOD post-CU pet. I chose a razor cat skin and was thrilled! Why? B/c it was a fairly 'good' level 10.
Well, let me tell you that when i went back to remake that cat (same DNA, same template) in a vir vur skin i think it came out to level 1. Because if the template is not enough to add level then the animal will take the minimum level of the skin. (Just cannot recall if vir vur is min level 1 or 2 - it was the minimum whatever it was).
Each skin has a level that the animal will never go below if it is made in that skin. For a rancor, it is level 35, so you'd be hard pressedto make a level 34 rancor ![]()
In the days before the CU, we were able to use the DNA we could get to make nice high level animals that really were high level. You'd see hardiness / fortitude values of 700 or so on the high level animals. Voritor dashers were a bit mid-ranged and had from about 480 - 620 hardiness but fairly low forititude of maybe 250. We'd mix and match - usually trying to getfortitude above 500 (and this was hard to do) to put armor on our nicest high level pets so they'd be stronger. We might want to build a specifically lower - level animal with high stats to be used as twins or triplets by a CH or even a non-CH level 10 pet with higher stats.
The point is that now we are only seeing a hardiness value of about 400 max on post-CU DNA and this is accompanied with a fortitude of 1000. We can make the 7000 health animal that you'd expect from a hardiness of 400 but the fortitude, should it remain at 1000 across the board, will 'put' light armor onto the animal according to the old system code, it will then figure out the LEVEL based on the NEW system code and get something that is over level 100 (because of the armor).
pre-CU we could look at the resistances and trade them off for higher health. post-CU the health seems to be capped, although the resistances seem to add a tiny bit to the level (no more than 10) but who cares about a higher level pet when that higher level is gained by either: 1. adding a resistance to something it will never see or 2. putting it into a skin with a minimum level.
What does that higher level gain you? As far as I can tell - nothing <-- IF YOU FEEL OTHERWISE - WOULD LOVE TO HEAR EVERYONE'S OPINION ON IT. A level 35 rancor with 3000 health and 250 damage - how is it better than a level 2 vir vur with 3000 health and 250 damage? This is one point I'm a bit iffy on as I am not a CH. Does the level without better stats do anything?
Pre-CU we were able to select the DNA to customize the special attacks to the player's wishes. Post-CU they are not even showing up on the DNA so we obviously cannot put them into our BE'd animals.
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I don't actually think we are ever going to see 10K health pets again once all the pre-CU DNA is used up. The hardiness seems directly proportional to the health bar now - and you'd need an overall hardiness of almost 600 to get there.
It isn't, as some people seem to think, that we looked at the new system and said 'right - doesn't work like it used to - therefore it's broke'. It is that, we carefully tested and tested the new system of pet making, came to the conclusion that there is an error between the 'armor on' equation and the pet level calculation and brought that to the devs attention. Who have responded and said that they are working on it (this is the same bug that means all the CH's old pets with armor cannot be pulled out without being destroyed).
In addition, the joy of pet-making,the joy of being able to capture the DNA from a wild animal to get the right resistances, health, etc. SPECIAL attacks is GONE from BE now. The joy of plotting and planning and experimenting to make it better is gone. I think that is what most BE's mourn.
And, as a footnote to the original poster. I think it is fantastic that you are experimenting and making pets. I too have been able to get the health as high as about 4000 with a similar damage. There are a bunch of recipes that I and some other people have posted that accomplish this (search back on 'recipe'): bull bantha, huurton DNA have decent hardiness with low fortitude, whereas if you mix and match high fortitude DNA with these, it can push the health up. Someone else who's brilliant and whose name begins with 'M' (i'm so bad at names sorry) said there were a few candidate animals on talus.
I personally have noticed that mission spawn animals with artificially high health for their level, DO reflect the hardiness values in the DNA but when you get it back to the lab, they cap out at a lower number than you'd expect - almost as if you were using the wild DNA (I need to do more experimenting on this tho).
I'm putting what animals I make into vir vur skins to start off. That way I can tell the true level of the animal without any influence of the skin.
AND, I'm grouping with a high level player who then gets on with his own game, to go out and do the actual sampling of the DNA.
BUT - I'm really just waiting for them to fix it ![]()
Dorelli
Message Edited by Dorelli on 05-20-2005 01:56 AM
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Just looking for a ray of light I guess. So much of so many proffs is falling apart.
- I client crashed easy 30 times today because I interfaced when I wasn't where my screen suggested I was and left the server with an Oggat in two places.
- I get more thunks in combat than I do hits.
- Contrary to suggestions of otherwise, Solo combat is gone unless you want to pull suicide, psycho jobs where you just go out to die and take everything you can with you.
- Jedi have so many highs and lows they can call that the yo-yo proff. Go grind for an hour and feel accomplished, head to a terminal and get ganked by 5 respec BH and see it all go down the toilet.