Doctor Archive

Thread: Herbivore Meat PE caps at 700?!?

BolReleek
Wed Mar 03, 2004 4:06 pm
#1


I just ran a couple queries for Herbivore Meat on swgcraft.com. I noticed something very disturbing... the maximum value of Herbivore Meat's Potential Energy is 700! Not a single spawn of Herb. Meat on any server has had a PE over 700 for the last 4 months! How can the Devs cap an advanced component required resource like this? I always wondered why Herbivore Meat never seems to have great stats, now I know why.


I say we start a Petition to raise the PE cap on Herbivore Meat to 1000. Sign here to let the Devs know that you want Herbivore Meat to act like most other stats in the game, with thepossibilityof >700 PE.


Traigus,

I definitely think this should be added to the issues list.



What does the rest of the Doctor community think about this?

Message Edited by BolReleek on 03-03-2004 05:08 PM



_______________________________________________________
Boltare
12 Pt. Master Doctor
Boltare's Buffs - Located in Coronet's Coffee & Donuts tent (-141 -5507)
Boltare's Stim E's and Rez Kits - Located in StarForge outside Coronet (-115, -5505)


oulad
Wed Mar 03, 2004 4:11 pm
#2

If u think 700 is bad, there are metals that have a conductivity cap of something like 100, so 700 doesnt look so bad compared to that.



Torgo Ecry
Magnus Instruo - Rogue Squadron
Rebel Sharpshooter + some other stuff

ElderGoddess
Wed Mar 03, 2004 4:23 pm
#3


Well, if the PE is capped at 700, then yes it should be raised to 1000, but I think all resources have the option to be from 1-1000 in any category.



~~~~~~~~~~~~~~~
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Planet: Lok
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Ramew
Wed Mar 03, 2004 5:04 pm
#4

I'll check my various piles of Herbivore and post here if I see one over 700 PE.

I swear I have seen better than 700 before.

Ra'ma
BigAke
Wed Mar 03, 2004 5:04 pm
#5

the intention of limiting attributes on certain resources is that those resources with lower maximum attributes are a bad choice for filling more generic slots in schematics - the resource attribute caps supposedly had been acknowledged when the experimentation effects were created.

so when you choose herbivore meat to fill a creature food or organics slot in a schematic you are making a bad choice - some resources are meant to be bad for more generic requirements. (choosing plumbum iron for an item that needs metal and has 100% conductivity in experimentation is meant to be a bad choice - but if the schematic calls for plumbum iron then it has to be adjusted according to the low conductivity)



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Traigus
Wed Mar 03, 2004 5:29 pm
#6

As Big Ake says. the schematics requireing capped materials, are supposed to work that cap into the caluclations... in this case Advance Chem release number scaling takes the 700 cap into acct. and a 700 herb, and 1000 petr0 4, is the planned max stat possible... and herb meat is not the best for generic slot.

So supposedly, the stats of the E11 are operating on the idea that the conductivity is always less then 100, and the stats of the guns scale with that in mind...

That's what we have been told anyway.

I coudl swear I had soem 876 PE herby near release, because I had a ton of it, and forgot it in my bank for a long time because there was no petro 4.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Lunariel
Wed Mar 03, 2004 7:20 pm
#7


A large number of resource types have limited ranges. This is actually one of the more interesting parts of the resource system. Thisisonly a problem ifthe developers make schematics that doesn't take this into account.


Of the harvested meats, only Reptilian have a full range for all attributes. The others have one or more with only a 700-range.


Carnivore FL & PE, Avian PE, Insect PE and Wild PE can't go below 300.


Avian FL, Herbivore FL & PE and Wild FL can't go above 700.

ChFry
Wed Mar 03, 2004 9:24 pm
#8

interesting



Merc of the Burning Legion
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