Bio Engineer Archive

Thread: Discussion Thread: More High Level Sampleable Creatures Added

ArthurDentOnBria
Fri Feb 04, 2005 10:37 am
#1

Hi everyone,


This thread is for the discussion of the topic of: more high level sampleable creatures added to game (also the apparent CL sampling cap) which is our #3 priority issue from the 1/05 bio engineer issues list.


To get the ball rolling here are some sample questions:


Should the current, apparent cap of CL 70 be raised or done away with? If so, how usefulwouldthat be given our mask scent limitations?


Knowing that the result of adding the ability to sample high level creatures will result in pets like this, how do you think this will affect game-balance?


What creatures that are currently in the game would you like to be able to sample?


What new creatures (if you have specifics) would you like to see added?





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Spazzers
Fri Feb 04, 2005 11:34 am
#2


Given the maskscent limitations there really is no need for a sampling cap. If I can't get close enough to the animal to stick it with my needle it makes no difference what level the animal is. This can go for something as low as a kreetle that breaks my mask all the time to something much higher like an ancient bull rancor. If I am allowed to sample from very high level animals that are not aggressive then another question comes to mind;


Does it really make sense to sample a CL80 animal if I can only sell CL70's? Sure I can mix one sample of CL80 DNA with much lower DNA but if the end effect is still a CL70, given the stat caps such as 60% kinetic, did I really need to go after DNA from the CL80 to begin with?


The animal in the photo is a nice animal but it really isn't a lot different than the uber CL10's in that the HAM is very staggered. I've never seen health that high but averaged out with the other bars I can see why it came out CL67. If we are allowed to make animals such as the one shown in your photo by obtaining DNA from higher level animals maybe the creature handlers would stop complaining about the uber CL10's and finally recognize the animals at their disposal are infinitely better.


Nah, then the one star bandit wouldn't have anything to do.


** I missed the medium armor on that animal which makes a big difference. This explains why the HAM is so staggered.**

Message Edited by Spazzers on 02-04-2005 10:42 AM



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Foka
Fri Feb 04, 2005 11:40 am
#3

Lift the cap, but you will have to add some stuff. As of now, we can add up to +25 MS to clothing, raise MS a lil say +5 for Master level BIO's and give armors smiths the ability to camo and MS our armor to take on higher levels when they get upset ... hehe. Also, how about larger trapping systems or tranquilizer guns for taking out large prey that disable an animal giving you the ability to sample w/o getting busted down. If you use a high level tranq on a uber animal, it can weaken the bars till it incaps but doesnt die. If you use a high level tranq on a lower level, then it kills them. That way you dont lose the way its done now where you have to milk lairs for harvesters and worry about aggro, cuz tranqs might kill them, thereby you losing the DNA.

You can control the balence of powerful beasts like that shown, by lowering the vitality of each creature depending on the higher the level that they are. So if Master CH XXX (the only guy who can control it) buys Super Gurreck CL 70 off Master BIO XXX (the only guy that can craft it) then this super beast will only be able to die, say 1 time? Hi costs, hi pentaly for its death. This keeps business flowing, and those that might be on the recieveing end of a such a beast the knowledge that if they can take it out, they wont be haunted by it forever. This HIGHER level DNA would need to be so rare that the means of devleoping such a beast will be drastically limited. To see one or two would be one thing, but to see a forumla get out that overloads the server with those type beasts would be more of a balence issue than actually seeing rare ones. Perhaps the creature that can release this DNA for crafting can only be found by a Ranger and not in a static location =). When the word gets out a spawn is coming, it makes the hunt a glorious thing.

If i make certain assumptions that SWG is going to add planets some where along the line, and one of the most wanted planets pre game launch was "Hoth" then the idea of Faction only pets come to mind. The Rebels on Hoth used that beast that luke and solo rode at the beginning of Empire Strikes back. This would be an example of a faction pet that only rebels can use and mount. The imperials can have their own too though nothing jumps to mind.

What about profession specific pets? Bounty Hunters can have a new cat or dog type pet that is a blood hunter. They use it like a seeker droid, but only BH can use them for hunting their prey. Anyone else think of a profession specific pet? If Hoth ever shows up, the big beast that caught Luke would make a new good vicious high level pet for CH's.

When we say "pet" we dont really mean pet. Pet refers to an animal owned and controlled by another player. But essentially, they are tanks, or side kicks in combat, how about adding true pets. Jabba use to have that small monkey thing that sat there by his side and caused trouble and talked pet lip or laughed at everyone. Thats a true pet. Perhaps you can add a real "pet" that can follow its owner, or roam your house and it randomly interacts with the environment and does funny stuff or says silly things.

Just some quick thoughts to help get the ball rolling.
ArthurDentOnBria
Fri Feb 04, 2005 11:48 am
#4






Spazzers wrote:



Does it really make sense to sample a CL80 animal if I can only sell CL70's? Sure I can mix one sample of CL80 DNA with much lower DNA but if the end effect is still a CL70, given the stat caps such as 60% kinetic, did I really need to go after DNA from the CL80 to begin with?






Well, imagine trying to make a CL 20 animal from dna that is strictly CL 25 and below. It would be terrible right? The idea is of course that you mix some higher level dna into whatever CL you are making, in an attempt to make the creature share some important attributes of the higher level critter. There's currently really no opporrunity to do that with CL 70's.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Spazzers
Fri Feb 04, 2005 11:52 am
#5

It would seem the cap is in place to keep us from making animals with medium armor. If we are allowed to make animals with medium armor the creature handlers would be upset (not that they aren't already) about having the medium armor removed on their wild tamables.


I can see bio-engineers pushing the envelope to get medium armor on the lowest level animal they can. Present a challenge and someone will step up to the plate, even if the challenge was unintentional.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Spazzers
Fri Feb 04, 2005 11:56 am
#6







ArthurDentOnBria wrote:


Well, imagine trying to make a CL 20 animal from dna that is strictly CL 25 and below. It would be terrible right? The idea is of course that you mix some higher level dna into whatever CL you are making, in an attempt to make the creature share some important attributes of the higher level critter. There's currently really no opporrunity to do that with CL 70's.





Yeah the CL80 was a poor choice of numbers. I should have picked something like CL128 with medium armor. The intent of the post still applies in that the stats still cap. The HAM and the armor is the variable.


It would seem theonly realbenefit to risking numerous deaths would be to craft an animal with medium armor.





Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
LloydPickering
Fri Feb 04, 2005 12:42 pm
#7

I would do away with the cap on sampling, and leave it at that, and it would still be balanced because of the following:


1. We have to get near the creature to sample it.

2. We can't make usable pets over cl70.

3. That pet shown is actually more balanced than the current CL70s in the current combat system. (Subject to change in CURB)


Really the only issue that I feel is worth acknowledging is that of Medium Armor being dropped from wild pets, but thats easily fixed...just allow Wild Pets to pick up Medium Armor.


I don't see the argument about people attempting to get Medium Armor on the lowest level pet as a plausible argument, due to the fact that pets are pretty crap when compared to any other combat profession. If you takea Medium Armor Petto the extreme minimum CL you could get, then the pet is still going to be CH only, and is going to have the agression nerfed to get to such a low CL. It will be a tank, but only able to doa tiny amount ofdamage. If used in PVP thena sensible player would realise that the pet is doing no damage, but taking forever to kill, all they are going to do is start hitting the owner, which is pretty much the same effect as if the pet wasn't there in the first place.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
Spazzers
Fri Feb 04, 2005 12:58 pm
#8

The lower level animal with medium armor is going to be great for those grinding critter handler. Aside from those players I agree an animal with medium armor, no damage, and borked HAM is pretty useless.


An animal only has to get in one wack for the creature handler to get total xp even if the wack is only for 3 hit points. The lower the level a pet is the higher the xp will be. I can send in a CL10 to attack a mutant rancor and get a trillion CH xp but my little eopie won't get close enough to even hit the rancor. If my little eopie has armor the possibility is increased. Apply that to light armor vs medium armor and you can see how a novice CH would find the medium armor more valuable even with borked HAM and no damage.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
droid327
Fri Feb 04, 2005 2:51 pm
#9

I seem to remember someone (lammergeier?) with a bunch of high level legacy DNA saying how the really high level stuff caps out at 1500 stats across the board? If this is true, then it doesnt matter how high we can sample, since all the DNA past a certain point, I think it was like CL125, is going to be identical in the crafting process. Peko Peko Albatross will become the new MH =)



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
PlainWhiteSocks
Fri Feb 04, 2005 5:03 pm
#10

I have yet to see any real reason to have a sampling cap. Some CH's will be mad because their natural pets won't be anything near as good as BE pets, but they complain about this now. I understand their point, but I don't think it's valid. Most of the CH's I know would rather get somewhere closer to the combat effectiveness of a sowrdsman or tka.

If they wanted to limit pets in some way the vitality might be a good way to go. Have the vitality reduced by according to % damage taken by the pet. Something like 1 point of vitality loss for every 45% health or action or mind damage the pet takes. It makes the stronger pets last longer, and the weaker pets get used up faster. Kinda makes sense to me.
I know that this might not be popular with the CH's. Considering that it is very possible for their weapons (pets) to never decay in the current system they don't have much room to complain about it. It would just be a tradeoff I think many would welcome.

Medium armor might be a sore spot. I'm with Lloyd on this one, just put it back in the game for natural pets. People will still use ours because ours are custom made to their needs/desires.

*edit I should check spelling closer on these posts*

Message Edited by PlainWhiteSocks on 02-04-2005 04:06 PM



Corbis
Kauri
Ex-Master Bio-Engineer
MoronicFool
Fri Feb 04, 2005 7:50 pm
#11



Should the current, apparent cap of CL 70 be raised or done away with? If so, how usefulwouldthat be given our mask scent limitations? Yes, Do away with the Cap. The persistant and Lucky would still get samples. The unlucky (Me) would still try but be frustrated.



Knowing that the result of adding the ability to sample high level creatures will result in pets like this, how do you think this will affect game-balance? This wouldcurrently MCH a more appealing profession for some. In PvP it still won't make a differnce as the players will still target the MCH and not the Pet


What creatures that are currently in the game would you like to be able to sample? All of them. Kimo's, Gorax, Acient Bull Rancor's, ect



What new creatures (if you have specifics) would you like to see added? Any between level 60 - 70 (current sampleing cap). It doesn't really matter what it is as long as there are more varity and a couple of "static" spawns to pick them out at.



--I started BE because of all the possibilites that could be made, as I worked towards MBE found it wasn't so. After the BE revamp it was cool, so many choices and possibilites. Since than there has been very little change/varity to what players want,limiting what creatures you need to get samples from to create a "viable" pet. Making BE just like the other crafting professions (the number of Merek Harvestors I had to sample, ugh).Once you got a formula down, it's just rinse and repeat until the durni's come home. To me adding more sampleable pets would at least generate some varity at the top end and create some challange/fun again. Also possibly strengthing maskscent against the higher level creatures making it reasonable to get close to them....heck that might bring me back to the game.







Ocrim
Retired Master Bio Engineer - Making pets for no reason

Corellian Outfitters
147 -5497, Outside Coronet, Corellia
Grozurr
Fri Feb 04, 2005 10:23 pm
#12

Definate yes. even if the cl cap is raised (or preferably deleted) and CH's still can't use over cl 70 then there will be differences such as the much better high-level pets that arthur has made on tc, but imo that would be better for both the BE profession and the CH profession because it gives them more value in their pet and we have a wider variety of creatable pets.

Grozzer Agoutt
Kauri
MBE/Sentinel
lammergeier
Fri Feb 04, 2005 10:49 pm
#13



droid327 wrote:
I seem to remember someone (lammergeier?) with a bunch of high level legacy DNA saying how the really high level stuff caps out at 1500 stats across the board? If this is true, then it doesnt matter how high we can sample, since all the DNA past a certain point, I think it was like CL125, is going to be identical in the crafting process. Peko Peko Albatross will become the new MH =)





specifically:
all stats are capped at 1000 on samples (assembly can increase this, but no experimentation is allowed at 90%ish+).
CL80+ can cap stats on DNA.
a PURESTRAIN clone with such DNA and experimentation ends up in the CL128 range.
a CL65ish clone with medium armor is possible.
the game 'filters' AR2 pets: they are marked as 'invalid' once tamed and stored, and cannot be called again.
there are already hardcaps on kinetic and energy resists (60%).



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

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