Bio Engineer Archive
Thread: Grandfather Clause
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
Just my 2 pennies of course
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.
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.
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
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
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