Bio Engineer Archive

Thread: My theory on why armor adds 100+CL

Joker9125
Tue May 10, 2005 3:53 pm
#1



We have all know how quickly the CU was pushed to live and it got me thinking. They had to have readjusted how pet/creature stats factor into CL so why did they make armor always add 100+ CL on conversion if the AP/AR system no longer applies? It also seems that they have coded this into the incomplete BE pet crafting system even though they have stated that they are reworking it. So why add code to a crafting system that your going to throw out the window anyway?


The answer is that the AP/AR system is probablystill in effect. What is easier? Completely rewriting thousands of lines of code forthe system of how damage is calculated or simply modifying the stats on weapons and armor? Both of the armor and weaponcrafting systems were more or less done by the time the CU hit TC so all the devs had to do was purge the AP/AR ratings from existing weapons and armor to ensure that no legacy weapons could be created.


However since the BE pet crafting system wasnt going to be finished by the time the CU hit live the devs didnt want people having super pets running around that automatically had a 50% reduction to any damage done to them and due to DNA sampleing bugs that push fortitude to 1000 it would be very possible to have pets with AR2 which would be an automatic 75% reduction in damage done to them. We can all see how this would quickly and completely break the game.


So to ensure that no one could find a way to slip a pet with armor through the cracks they coded the pet conversion system to automatically add 100CL to any pet with armor. The devs know that making any pet with armor uncallable would very much make people who like me have spent millions on high quality BE pets very angryso they gave us the option to convert stats or level with a very vauge discalmer that adjusting by level might make your pet uncallable so they wouldnt have to take any blame for you taking a risk.


This is just my theory, but it makes alot of sense.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Barafu
Tue May 10, 2005 8:39 pm
#2

A very plausible theory. Hopefully, we'll see action on this issue eventually.



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Joker9125
Thu May 12, 2005 10:40 pm
#3


We have all know how quickly the CU was pushed to live and it got me thinking. They had to have readjusted how pet/creature stats factor into CL so why did they make armor always add 100+ CL on conversion if the AP/AR system no longer applies? It also seems that they have coded this into the incomplete BE pet crafting system even though they have stated that they are reworking it. So why add code to a crafting system that your going to throw out the window anyway?


The answer is that the AP/AR system is probablystill in effect. What is easier? Completely rewriting thousands of lines of code forthe system of how damage is calculated or simply modifying the stats on weapons and armor? Both of the armor and weaponcrafting systems were more or less done by the time the CU hit TC so all the devs had to do was purge the AP/AR ratings from existing weapons and armor to ensure that no legacy weapons would exist.


However since the BE pet crafting system wasn’t going to be finished by the time the CU hit live the devs didn’t want people having super pets running around that automatically had a 50% reduction to any damage done to them and due to DNA sampling bugs that push fortitude to 1000 it would be very possible to have pets with AR2 which would be an automatic 65% reduction in damage. We can all see how this would quickly and completely break the game.


So to ensure that no one could find a way to slip a pet with armor through the cracks they coded the pet conversion system to automatically add 100CL to any pet with armor. The devs knew that making any pet with armor uncallable would very much make people who like me have spent millions on high quality BE pets very angryso they gave us the option to convert stats or level with a very vague disclaimer that adjusting by level might make your pet uncallable so they wouldn’t have to take any blame for you taking a risk.


This is just my theory, but it makes a lot of sense.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
cid666
Fri May 13, 2005 7:50 pm
#4


Good Theory,


bump


--cid666







We can all do more to emit less.

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--cid666
WineGuyJr
Fri May 13, 2005 8:27 pm
#5

I think someone's still bitter about not getting a frenzied graul.



----------------------------------------------------------------------------------------------------------------------------
Pavadin Spencer
Master Swordsman / Master Doctor
Ponder Stibbons
12 pt BE / Master Merchant / 14 pt Master Artisan
Fenix-
12 pt Master Weaponsmith / Master Merchant

----------------------------------------------------------------------------------------------------------------------------
All Acounts Canceled on 11/17/05
theorb22
Fri May 13, 2005 8:33 pm
#6

Why should anyone be bitter about frenzied grauls, all creatures spawn babies so much there's almost nothing rare left except bull rancors, which are nerfed and pointless to tame. Many people have caught frenzied grauls now, and unceremoniously deleted them since they follow the cookie cutter CL stat system like anything else.





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