Bio Engineer Archive

Thread: Grandfather Clause

BallsBisnac
Tue Jan 13, 2004 5:27 am
#1

When probots were first introduced, they were extremely deadly. The Devs came to the conclusion that they were way to overpowered...so they did a "grandfather" fix. What this means is that all new probots made were considerably lower in all respects to pre-patch probots. However, the pre-patch probots were still allowed in game. It's not out of the realm of possibility that they do the same thing with the "uber" non-ch pets. A very small percentage of players actually own them, and an even smaller percentage use them in PvP. Since these pets can no longer be made..it would be easier for the devs to just leave pre-existing BE pets the way they are and restrict new ones to the new, intended stipulations. Personally I think, and hope, that they do not make them invalid because its not fair to those who purchased these pets for an exhorbanant amount of money. The pets still get owned in PvP battles...i know because a BH messed mine up rather quickly. These pets are just good for tanking wild creatures to help you gain experience and credits a little easier. These pets in no way throw the whole game balancing system out of whack. So in closing i have only one word for you..."Grandfather".



Ardin
Da' Greatest
420 Member For Life
EvilJonUk
Tue Jan 13, 2004 5:35 am
#2

Which disadvantages legitimate Bio Engineers who did not make the bugged pets, gives a massive unfair advantage to people with the pets in PvE, encourages people to use exploits in the future since precedent states that all exploited items are left out there to decay. SOE need to stop the rot now otherwise the only items worth having will be the ones created via exploits/bugs.


Should the pets have been createable in the first place?


No


Should they be allowed to hang around to imbalance the game?


Definately not.


Annago




Evey cloud has a silver lining, except mushroom clouds, they are lined with Iridium and Strontium-90!
BallsBisnac
Tue Jan 13, 2004 5:56 am
#3

I respect your opinion, but i disagree with you. And just a little hint for you guys..stop posting what professions you have mastered...nobody cares



Ardin
Da' Greatest
420 Member For Life
KindredUK
Tue Jan 13, 2004 6:01 am
#4

I'm of the opinion any that are created should be destroyed *if* they cannot be lost by decay (like weapons will always decay, but creatures won't).

Just my 2 pennies of course






Kindred
Unlocked 2004-05-12
BallsBisnac
Tue Jan 13, 2004 6:03 am
#5

here is a 3rd cent...creatures do decay



Ardin
Da' Greatest
420 Member For Life
KindredUK
Tue Jan 13, 2004 6:07 am
#6

I'd already hit return as I just remembered about vitality (had never come across it until recently).

I always thought they didn't, simply because I've had my pet for so long. So yeah, good point. If they didn't decay destroy them, but since they do I don't mind they stay.






Kindred
Unlocked 2004-05-12
Tal-N
Tue Jan 13, 2004 6:11 am
#7

However at the time when the probots were grandfathered there was uttelry no way to repair them and once they were destoryed that as was it. The new pets do decay but at a painfully low rate andcan have their vitality restored. Moreso is the fact that even when they hit 0/100 vitality you can still call them but they'll be at 1/4 of their normal stats... still higher than a 'legal' CL10 or under pet by a significant amount and thus still overpowered.


You simply can't use the situation with the probots as justification to grandfather the uber-pets since the two situations are totally different in every respect.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

AnitaSWG
Tue Jan 13, 2004 6:18 am
#8

Plus I'd say in most normal PvE situations pets don't get beat up that bad. Almost allof mine are still at 100/100 vitality after countless missions on Dant, Endor, etc. The only hits they've taken are from when I've done silly things like go Krayt hunting with a group that didn't have an icecube's chance in hell of actually killing a krayt. I'd say with a little common sense a pet could last just about forever (or longer than most of us will be playing SWG anyhow.


Now I can't speak to PvP cause I never do it. I imagine it'd be a lot harder on our pets.


Ri'a




:+: In Good Taste ~ Keren/Naboo ~ 1180, 3720 :+:
Ri'a Ocoli ~ *Cancelled*
Saori Eiwaki ~ *Cancelled*
Jaira Zelona ~ *Cancelled*

Vife
Tue Jan 13, 2004 6:27 am
#9

I would agree with this. The same thing was done with kyrat pistols and weapons
ZakkAckerton
Tue Jan 13, 2004 8:40 am
#10

Yeh, I agree completely......just like every animal that was alive prior to the last CH nurf/adjustment. They all got to keep their pre-nurf abilities and it was only the newly spawned animals that had the new stats.


Oh wait....hmmm...... something is wrong here. You mean my Graul Mauler isn't the same now? You mean my GSP isn't as good as it was? You mean to tell me that my beloved Cowardly Gurrek isn't "pre-nurf".


Hmmm....there might be a clue in this somewhere. Sure there are other NON-ANIMAL cases of pre-nurf merchandise staying, BUT given the CLOSEST Example ----> all out-of-wack animals are NURF-Toast!

Rock-o (wanderhome)

"Sir Animal Adjustment Vendor NPC, I would like to trade in my Uber-fighting ferret for something that I can call out of my datapad". "WHAT??? You mean my pet is now this Diseased-Hamster? Well, at least I can call it, right..... That is what my 2,000,000



Rock-o

All round nice guy - with a gun
Vendors in Cnet at 131 -5516 - in the Hut with Rurry
I don't sell anything in particular, but still you will need it!
MrHawat
Tue Jan 13, 2004 8:41 am
#11

I am a MCH, so I might be biased. I have used the same pets for months and months. I have been playing as a MCH since shortly after release. You know, when we were Uber. All of my pets are still 100/100 vitality. I have one that is 98/100 after I had to restore his vitality because of a bug that caused MOBS to continually incap it. I got incapped and the pet got incapped then would stand and immediately be incapped again over and over. If they Grandfather these pets, they will be in the game forever. They would also become worth alot of money if they are transferable.
Glyndo
Tue Jan 13, 2004 8:55 am
#12

Hmm...I understand why they grandfathered the probots...it was not a bug, the dev's just didn't expect them to be that powerful, so they adjusted them. But these 8-10k ham, super specials non ch pets are the result of a handful of BE's abusing the bug in the system. Flame me if you want, hate me if you like, but I'm calling it like I see it.



Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
Kodi08
Tue Jan 13, 2004 9:31 am
#13

OK, here's my take on it, WHERE in the Bio-Engineering documentation of the new system did it say:



  • what the stat range of each cl?

  • what is considered valid and invalid?

  • what dev posted a day or 2 afterwards saying that this is a bug and not as intended?

I was a bio-engineer up to about a week before they put in a fix for a problem they never reported or communicated to us (tired of sampling Mutants so I decided to finally pick up a fighting skill). Yeah I can see that the stats were WAY high when creating a creature BUT I was creating pets within the system that was given to us. Once they finally communicated that this was not as intended and nerfed it (nerf because there was no prior communication about there being a problem with the system) I believe the pets that were created should have stayed in. If they would have communicated right from the start that they were bugged or out of range then i could accept that they destroy them or "balance" them.


I know a lot of people like to sit on there high horse and say "we had been reporting these bugged pets from the start and you knew" The fact of the matter without proper documentation or communication from the dev community NOBODY knew what was right or wrong, just assumed.


-Clover




________________
a Teh Darbs a

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