Bio Engineer Archive

Thread: Low level uber pets still in game

mmaughme
Mon Mar 29, 2004 6:32 pm
#1

I'm a little confused by this. I thought checks were put in to bring pets into line with their CL. Yet today a CH called and showed me a CL 11 gurrcat with 10K HAM and 60% kinetics. He got it just recently from another BE on Kettemoor.


Why is it so difficult for SOE to correlate a creature's ability with its CL? Shouldn't the fix be made at the crafting level rather than trying to resolve it once called? It seems to me there should be some sort of creature formula which sets the CL based upon the HAM, the resists, the specals, etc. But instead it's almost as though the CL of a clone is based upon the CLs of the DNA samples used. Want a low-level pet with high HAM and resists? Use a bunch of huurton pups with cross-breed the result across several generations. Voila, a broken clone.


It's a bit silly that you can have a CL 10 clone that's effectively as good as a gnarled rancor.


I dumped BE recently, after holding Master for four months. The new cloning system just became too much work, where the prior one -- while immature -- was at least fun and interesting. But having to run around the galaxy to collect specific DNA samples, which combined with unexpected results, was too much for me. I just lost interest.




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Xtremegene
Mon Mar 29, 2004 6:57 pm
#2

Oddly enough, I was quite surprised with my Novice BE when I made a 2k HAM CL 7 creature (squall) with just torton DNA mainly (no resists though, heh). I didn't know things were still this imbalanced...


And to enlighten me, how was DNAing different in the past than it is now?



------------------
Xtremegene
Medic going on Doc
Rebel Pilot in Ragnarok 9

No forced interaction (in an MMORPG?), but hey, the expansions sure seem forced.
mmaughme
Mon Mar 29, 2004 7:10 pm
#3

Previously there were no resists, specials, ranged attacksor armor. If you wanted a rancor (CL 50) you needed to collect CL 50 DNA. If you wanted a kaadu (CL 14) you needed to collect CL 14 DNA. You could use CL 14 DNA to make that rancor, but you'd end up with a CL 50 rancor with low abilities.


Experimentation was done at the DNA template level and again at the creature assembly level.


As I said, it was immature. But it was also easier. A lot of folks like the complexity of the current cloning system, but after spending the day at work the last thing I wanted to do was log into my game and work some more.





Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Blu_Haze
Mon Mar 29, 2004 8:14 pm
#4

Personally I hate pet checks in the worst way. Pet checks make it so that you can have a great pet one day and something you can't call the next.


If SOE wants to limit the capability of BE pets, then they need to do it in the crafting process, NOT the calling process. Pet checks are alright for trying to keep "pre-nerf" pets under control but it seems like SOE is trying to become dependent on pet checks rather than fixing bio engineer.



____________________________________________________________________________
A few words of advice to those who don't agree with the motives of The Empire: Move along
AlufNull
Mon Mar 29, 2004 8:36 pm
#5

I for one, don't want an easier system. Sure I would like some documentation on how this one works, but I would much rather keep the complexity then be another crafting profession where everything is spelled out and nothing matters but resource quality.



"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
NancyJ
Tue Mar 30, 2004 2:05 am
#6

Ironically I made a CL 14 8k HAM 60% Kinetic (wuln to all else) pet for my boyfriend and it was declared invalid and stats ajusted to 2.2k HAM and 0 resists




Nyria's BioShop
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200m South of Anchorhead


Nyria - Farstar



GotharMarath
Tue Mar 30, 2004 12:16 pm
#7

See, that is ridiculous. They are really starting to torque me off with this lazy programming. If I can still make it ingame and there is no way for me to know it is invalid until it is full grown and fails the stupid, last minute, panic code pet check, then how is this supposed to be a viable profession? Save me the "Well, you know if it is 150% above a natural creature....blahblahblah" lines because there have been some pets declared invalid that fit within those unconfirmed parameters, while others outside it are still fine. Argh! It is just so frustrating because I truly like the challange and fun of making pets but SOE keeps sitting around with their thumbs up their butts not telling us anything except, "Hmmm, might not be valid someday....."


ARGH!




Gothar Marath
I used to keep my nose to the grindstone in hopes of succeeding through hard work and persistance. Unfortunately I have been grinding so long, the stone has burned through most of my face and into the back of my skull.
KelvinKlien
Tue Mar 30, 2004 7:42 pm
#8

Amusing how their methods of trying to get rid of bugged pets fail...


I made whole bunch of non ch pets using low level stuff. 1k-1.5k hams. 6 res ken, 1 everything else. Pretty average junky non ch build. It is invalid pet! Yet when I use the ol dasher/pups combos they are still callable. What annoys me most is that I cannot sell non ch no more since I do not know if they are valid! I have refunded my last 4 customers! ARG!


This 'pet detector' is borked.


/me stomps on pet detector



NancyJ
Wed Mar 31, 2004 12:50 am
#9

The problem as I see it is the 'adjust stats' function adjusts the stats of your carefully BE pet to that of a tamed wild pet of the same CL - the CL 14 my bf had adjusted came out with the stats of a stintaril (2.2k HAM 0 resists)
Now to me this sugests the check is comparing our pets to wild pets and if they're better then making them invalid - only a lot of them are slipping through the net :/




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Drab
Wed Mar 31, 2004 1:12 pm
#10

every day i play this game, makes me think the devs really have no idea what is going on in the game, and have never even played it more and more......or maybe just that they have had no schooling in Computer progamming conceps, like matrixies, a correcly programmed matrix, would make BE work....



Drab Willco
TwelveSystems
Tue Aug 10, 2004 1:41 pm
#11


I feel your guys' pain... I just don't understand why the devs fix some things ingame and leave everyone else to flounder (can we think BH? loL). Granted, I've only been doing BE casually for about 6 weeks or so (don't have alot of sp to work with), but the unexpected results of alot of DNA combos just kills me. I've tried to read up on BE stuff so I at least SOMEWHAT know what i'm doing hehe. I have to have a disclaimer on my vendor about low-level pets, and I will exchange them because I'd hate to buy something that turned out not to be what I really wanted. I finally got two customers who bought lvl 15 or below pets from my vendor, and like every single one I've had to refund/exchange! I see that the rest of you are confused too, however. Does ANYONE have any idea what might cause the invalid pet check? Because I've heard different things from different BEs, that it's 1) the attack damage, 2) the ham and 3) the energy armor level. And I've had weird results just like you guys, where sometimes I've gotten the check and sometimes not.I am not master yet so I cannot use much experimentation when making the templates, yet I've made whatI THOUGHT were going to be really nice low-level pets and then had the stupid check come up. I really really hate that you don't know if they're useable at their CL until called. I was really enjoying BE until I started to try and sell things LOL. Now, I'm just afraid I'm going to have to explain myself to every customer I get (when I don't even know WHY this happens), so bad I'm thinking either I'm only going to make mid-level pets or above, or I'm going to quit after mastering and making whatever pets/tissues *I* need lol. Sigh....


I too don't understand how some of my BE friends on other servers are able to make a lvl 10 pet with 10k ham and 50% kinetic resist pass, while I can't make a measly 3.5k ham pet with 9% resists work. HELP!!



Faile I'tah

BE/CH/Rifleman

Valcyn server.

Zadokk
Tue Aug 10, 2004 7:04 pm
#12

I make some pretty evil pets and from the ones I've tamed personally I've never been subjected to pet checks. I've got a cl5 dewback with 60% kinetic and 9k Health, I can call it just fine. I've also made some cl20 pets with light armour and 60% kinetic which have been tamed ok by CHs. The only ones I havent tested are the CL15s with 60% kinetic and light armour - i'm still waiting for a way to mass produce them before I release my pretties unto the world! mauhahahaha
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