Discussion in   Shard Updates   started     8 years ago   February 12, 2016, 08:23:35 AM   by   Kane

Shard Update Febuary 12, 2016

Kane
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Topic :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 08:23:35 AM

Version 118
Pet Breeding - Donation Pets: Donation pets now have their own category for Ability Points (No longer subject to the DNA Score)
Pet Breeding - Ability Points: The base min/max random numbers are based on the pets DNA Score (or donation).  The following skills will now add modifiers to those numbers: Animal Taming, Animal Lore and Veterinary.  High luck can also apply a bonus to the end score.  Players can figure out what skill matters where.
Pet Breeding - Experience Points: Reduced the amount awarded, holy cow was that explosive. (Willing to debate the current method if you have an opinion)
Dungeon of Sin Updated
Allure Updated: I removed it for the moment, highly exploited and some players cannot seem to do the right thing.  (It will be returned when I have a moment to think about what the spell needs)
Domino's Deco Deeds Added: 38 new deco items
HeartBox Updated: Lets see if this now will do what I intended...
Carp Bods Updated: Not working as intended with the larger sample size.. already tested

Stormchaser
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#1 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 08:43:39 AM


Carp Bods Updated: Not working as intended with the larger sample size.. already tested




pretty sure you meant "Now working as intended"

Harper
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#2 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 09:41:05 AM

Version 118
Pet Breeding - Donation Pets: Donation pets now have their own category for Ability Points (No longer subject to the DNA Score)

Does this change retroactively apply to donation pets already in existence?

HEB6.8.9
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#3 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 11:05:10 AM

not explosive.. just right in some opinions.. now it till take twice as long to level pets at their low stages when experimenting with non bought breeders.. take away stat loss to balance a little... or increase spawn rate or add spawn to locations like despise and shame to help newer and lower level pet starters.  maybe in the sewers of brit add some rat men and orcs.

thallos
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#4 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 12:14:19 PM

Sanctuary is a great place to level pets. There are 2 levels and the respawn rate is very good. Doom is another place as is Undead stadium. Palace of paroxymus is also good to level pets. Try all the orc forts too. Many places to level pets, just have to look.  ;)

HEB6.8.9
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#5 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 12:32:26 PM

still with the experience gain for pets gone to a longer extent of play time, some of us just dont have the time to run through all dungeons already listed here. discouraging to a returned player that focuses on pet training. 

HEB6.8.9
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#6 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 01:24:35 PM

how bout like a buff potion or deed for xamount of hours that allows your pets 3 times experience gain. can only be achieved through the vet system or taming bods. maybe make it a quest the player can only do once a day or week?

Smilingdeath
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#7 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 04:14:30 PM

Why not find a friend that is willing to take your pet out for you instead?


Did that for a friend and got his Greater Dragon 28 levels before I gave it back when he logged on.


Much easier than any other methods for people with limited play times.

intensifried
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#8 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 07:19:07 PM

Why not find a friend that is willing to take your pet out for you instead?


Did that for a friend and got his Greater Dragon 28 levels before I gave it back when he logged on.


Much easier than any other methods for people with limited play times.

Kane mentioned in the update that hes willing to work with it. So whats the big deal? He's getting player feed back and you're arguing against it... Talking about a pet you leveled probably before this update.

HEB6.8.9
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#9 Re :   Shard Update Febuary 12, 2016
8 years ago  February 12, 2016, 11:50:42 PM

yes, one players feedback is.. all i do on uoevo is train pets.. i do not trust others with my pets due to the stat loss they have in game.. it will take me .... god knows how long to level polar bears being at their low level and getting smashed by all. despise was the best place to go for low level breeders such as these.. i have patience.. but i also have kids, full time job, part time school, and a wife.. sooooo its once again discouraging to have been playing here, on and off for 5 years only to have the one thing i do in game updated in a non helpful way.. not that i dont want to spend more time in game but good lord... take on the challenge of breeding polar bears.. i dare ya.. specially now when the experience gained is a third of what a person use to.. i mean where was the problem? was someone complaining they couldn't keep up with other breeders? was the experience gain to pets affecting the server?

Sammael
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#10 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 07:32:03 AM

Frist thing i would like to say is i enjoy leveling pets so i can breed them and make them better....I know the pet experience was changed but i dont think it was intended to be THAT much of a change.....I had been killing Ancient liches and leveling pets nicely at 25-30k an ancient, so i was working up my AFS to breed it and took it to the ancient liches again and i was getting AT MOST 4k xp from an ancient lich.

I can understand a reduction but that seems like about a 85 ish percent reduction, just seems a bit TOO much of a reduction IMO

Kane
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#11 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 09:36:09 AM

First let me state my intent was not really to mess with xps this soon but after listening to a few talk about how they leveled pets and xps being awarded I decided to look at the code.  (I am still shaking my head).  So I decided instead of x 50 Max Hit Points, I made it basically x 10.  My goal was not to be done here but rather start a conversation because surely I would get some attention.  Success!!

I have been leveling and breeding pets for a solid few months now, I do not mind the lower level mobs but I need to cap it some how for the very high mobs that exist on Evo.  To give you an idea, this used to be simply capped at a max of 10k exps could be awarded at anyone time to a pet.  I don't like caps so I just lowered it  and wanted to start a conversation.    Another example, I am currently leveling a dragon on orcish lords and the pet is getting 800 xps per kill. 


When mobs give 500k xps per kill.. there is a problem.  It is hard for me to build better systems and enhance what they can do and increase game play value if I just let broken math sit in place.  HEB I am trying have a discussion about this but you seem to missed that point..

If players are okay with a cap.. we can work with that, if we want to try to create new math for how xps.. I am more inline for this because then it allows me to give bonuses for skills and properties.  Good example of this is look at this updates change for Ability Points.

Kane
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#12 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 10:03:08 AM

I also cannot stress this enough that this is all the ground work for building a better taming system that you can control as a player based on your skills and your gear, the previous system was merely blind luck and a random role.  No where was there room for the player to improve the situation or results.  I am very happy to see so many people care.. just lets not turn this into a complaint thread but rather.. ideas and information I can use to make it work for everyone.

Kane
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#13 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 10:14:48 AM

@Harper

Dante and I already spoke about Donation pets, just get with him since he is the only one who knows about those.

Sturger
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#14 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 01:33:25 PM

  I'd like to start off with asking this question: "How stable is the server these days?" (if the server is stable, then my following line of reasoning is viable)

  With [Y] number of accounts being played, daily; and [Z] amount of MoB's to slay in the environment; how much [X] is there per pet breeder/leveler; where [X] is possible hunting space available? Once this question is answered the real question of 'what is a fair experience cap/reward' will be better answered. Ultimately, I believe we are discussing more then just how much experience a monster should grant. We are talking about multiple factors which might derive from the following thoughts:


  1. Overall, IMHO, since pets can be a powerful asset, time should be a factor in their progression of power. More time spent on Pet growth should equal more power. (I'm not suggesting more power be granted to pets because of Kane's changes: rather, I'm suggesting that what Kane has changed-- in this patch-- actually justifies the Pets having the power they currently can achieve)

  2. Consider the growth of the shard as much as possible when figuring this situation out. If the idea is to keep all the players happy-- at least at a certain threshold-- then this is a must to observe.  :) (think of it like this, if there is no cake for me, why did I come to the Evolution party. In the end not everyone will be happy, but this is often a normal occurance)

  3. Hard capping experience point values on MoB's is a potential problem starter. Min-Maxers and camping will Evolve here; not much else. Some camping will still occur, but the smart pet leveler is putting their money on more area covered equaling the best bang for their buck.

  4. When possible, populate area's that are devoid of inhabitation with a more permanent resident. Even if it is a single creature, a route might be formed, from which players leveling there pets can be on the move. Thus, pet leveling isn't always about camping, but rather hunting for the best kills along a route. (Camping is bad, migration is better simply because it causes movement. Movement causes stimulation, and the rest is just a happy blur)

  5. Pet + Pet owner relationships. We know what the pet is doing for the pet owner, but what is the pet owner doing for the pet, besides feeding it and giving it something to do? This line of thinking is probably the best way to consider how pets can manage to get any sort of boost to experience gain-- or other types of beneficial boosts--other then just being blah about it. (by blah about it, I mean: Meh... here just have this boost... boring)

  A) New foods which grant the pet that eats them a bonus of some sort. Reasoning = the happiness of a pet is derived on many factors, but one of those is being feed regularly. Bonuses = Experience bonuses, elemental damage reduction, or even a boost to Pet SP. Anything might be possible with a little Kane coding. Since cooking would be involved, the addition helps this skill have a more solid purpose. In addition to that, several small quests might be added to obtain recipes: these recipes will need ingredients, which might be found on certain MoB's of both common, and high, difficulty levels. In the end a new economy will have emerged, and the shard Evolves. (I'd add a fullness factor to pets appetites, should this be added, since I believe a limitation on how often a special bonus can be granted to a pet should exist. Beside pets can have a tummy ache from eating to much)  :o

  B) Pet Gear Slots. I know I haven't seen it, but is it possible, and if it is then maybe the following: Gear might be added to pets via their health pull out bars the same way we can access our jewelry on our paper dolls. Pet gear slots might be the following categories: a ring or bracelet, a pair of earrings, a collar, or a set of pet barding. Since pets would be able to wear gear, should that gear be socketable. I think yes, but with less available sockets. (a pets level and specific attributes/stats should determine when and what kind of gear a pet is allowed to wear at any given time. This thought should also apply to the number of sockets the pets gear could have)

  C) Pet Sockets. This should only be considered if pet gear slots is not a viable option. Pet sockets would be factored by the following features: the pets current max level, the pets current level reached, and the pets current attribute/stats set up. Since pets are an extension of a players power, I believe 1 + [pet slot cost] is a reasonable number of starting pet sockets available by default. The second part of this thought is the pets progression of power; at what level can a Pet owner have full access to these Pet sockets. Additionally-- and much like a bonus for doing a good job-- as a pet is leveled past its default threshold what bonus Pet sockets, if any, should be viable. (this last feature takes in to consideration any pets leveled beyond 30-- to a maximum level of 50) (Note: I am vague on additional information concerning this topic due to not wanting to speculate on what Kane can or will do. I'm simply trying to get a foot in the door, as they say)  8)

  D) Player Gear which is socketed with augmentations that grant bonuses to pets instead of just their masters. (this idea might be better served if it is in favor of granting a bonus only for the pets benefit)


  6. Pet Power Progression. Should a skeleton always give 50 experience? Maybe the answer should be no. At some point the pet needs to move on and kill other things to advance a level higher. The same might be true about the opposite factor. If a player using archery takes down an ancient lich to almost nothing, and then their 10th level pet-- which can't solo an ancient lich-- gets in the final blow, should the full amount of experience be awarded? I think no, because it is fair to say the player certainly did all the work, and should get the experience for the weapon they are leveling, not the pet that they are leveling.

  If this doesn't stimulate some conversation then I guess I wasted an hour and a half. Than again, maybe I just figured out an hour and a half's worth of things that were not viable for the topic. In the end it is still a win.


 
             --Sturger--
 


   P.S.  should their be any flames, thanks in advance, they keep me warm at night as I dream of awesome adventures in EVO-UO.

Kane
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#15 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 03:23:47 PM

First.. already have a trait system in place and every mobile has access to it.  I gave a little demo of it during the auction a few months back on Kane when I displayed the Pirate Lord title.  For players I call it the badge or title system, when it is used for pets and mobs.. it is the trait system.
My vision is simple..
1.  Remove all the pure random junk from the old taming/breeding system and replace with mechanics that allow the the players skill and gear to influence the desired results.

2.  The pet food idea is already on the list, so is me revisiting restore stuff once I get all the pet stuff done as well..

I keep reading your points on a seeming debate on if I care if players are happy or questioning if the shard is stable.. As much as I want to respond, I am just going to go code something..

Alexandra
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#16 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 08:15:04 PM

Hi Everyone,

I am a new player here (2 weeks) and I'd like to share my 2 cents. 

I think the change makes the training of a pet take a bit longer than I'd like.  Does that mean it's wrong? Absolutely not, it's just my opinion.  I'll list some pros and cons as seen from a newbie perspective, and the older guys and gals can chime in with their opinions.

Pros:
1. Training a high level pet is now an achievement.  A level 40 pet that started at 30 and gained +3 levels through each breeding will now have gone through more than 25,000,000 xp worth of monsters. 
2. Breeders will now be a very dedicated profession. 
3. Strong pets of level 40+ will be revered as much as certain weapons are.

Cons:
1.  It's a hard market to get into for newer players such as myself.  I do a certain rotation between exp location of 'easier' to kill monsters to train my pets, and now those monster don't yield anywhere near enough to level and higher level mobs hit too hard on first gen (low resistance) pets. 
2. Every pet that you want to train almost has to be bonded.  Since the training of a pet has to be focused on higher level monsters, safety is out, and bonding deeds are ~100k or tokens.
3. For the reasons mentioned above, Taming will no longer be the 'best' go-to starting profession.  It's much easier to 'farm up' a bunch of magic cloth deeds and +level deeds from gambling stone, and buy a decent Axe and do a much better job in the first week or two of playing.

There are many more pros and cons, but I thought these were the ones most worth mentioning from my perspective. 

I want to thank Kane for the constant changes, and if it is so decided that this is how pet xp will stay, then so be it, I know the staff has nothing but best intentions in mind.

~Alexandra

intensifried
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#17 Re :   Shard Update Febuary 12, 2016
8 years ago  February 13, 2016, 09:26:07 PM

What if there was a cap on much HP could be counted towards the exp reward?
Say cap it at 25k HP so even if you kill something that has 50k such as Dark Father, your pet will be rewarded for 25k HP instead of 50k.

Now I dont mean to poke, but why not fix the special ablities and other things before going and changing more with the pet system?

Parsifal
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#18 Re :   Shard Update Febuary 12, 2016
8 years ago  February 15, 2016, 06:10:09 AM


Hi all!
First of all, this post has no intention of complaining or polemicizing.
It is just my impression about xp-gain change.i'm playing since 6 months, no much time, so i'm doing medium-high mob with a tamer, custom mobs are out of my range, so are out of my skills and $ pets like AFS or Royal. I think that the change about pet exp gain change has been very extreme.


First exp gain made enjoyable try to raise pets even those who weren't the top-choice, like rune beetle, WW or dragons combined with fire steed/nightmare. It was fun even to exp pets like ice/hell hound or spiders! :D 
And all of these, once trained to level 30, could be sold for a fair $ .


Now the few exp points gained by killing even mobs with kkk of HP will force people to use 1 pet at time (or exp point will be shared for a smallest amount of xp), dramatically slowing any breeding process, sapping forever the sense of using small pets as backup and discouraging original combos of pets.


Thinking about pet war: why should I waste xp point to raise pets like imps or gorillas or any other fun (but useless) pet, instead of using all xp gained to raise my combat cu/hiriu/etc.?


Again: mob with a huge amount of hp, which don't give neither loot nor tokens, what kind of sense have they now? (Ancient Evil Reaper i.e.?) 15-20 min. to kill them can have a sense if i gain a full level for both my pets, in the other case they are completely useless.


Kane said that exp was "explosive", so i imagine it needed to be nerfed anyway (don't have a level weapon, so i can't make comparison), but maybe this nerfing can be bonded to the level of the pet?


i.e. Level 1-20 keep the old gain
20-30 -25% of pre-nerf gain
30-40 -50% of pre-nerf gain
40-50 -the xp gain used now?


Or a similar formula that enables a fast reaching of lev30 for who just want a ready combat pet, and then lets to the real breeders the "hard way"?
Sorry for my english and sorry i've not knowledge of coding, so if i've written an heresy i apologize in advance :)
Good EVO to all ! :)









Sturger
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#19 Re :   Shard Update Febuary 12, 2016
8 years ago  February 15, 2016, 03:01:01 PM

  @ Kane

  My question about the server being stable, had nothing to do with downing on you. I was asking a vague question-- i realize now-- to which I will clarify.

  I know the server is stable 99.8% of the time, due to the fact that I am playing EVO-UO about that much without interruptions. However, i should have asked if the server was going to be stable if more monsters were added to several area's of the game which are currently vacant. I am just unaware of what the server can maintain, with its current set up of gear, before it can become unstable. More things often times means instability if a certain threshold is met to tip the balance between stable and unstable. I apologize if you felt I was flaming you about the servers stability.

  With all do respect, I know you care about the community of EVO. I never debated that about you.


  I won't lie, I did write more. But the best case scenario is simply this. We don't see things the same way. Nothing wrong with that. We are different. So be it.

 

           --Sturger--



Harper
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#20 Re :   Shard Update Febuary 12, 2016
8 years ago  February 15, 2016, 10:39:28 PM

First exp gain made enjoyable try to raise pets even those who weren't the top-choice, like rune beetle, WW or dragons combined with fire steed/nightmare. It was fun even to exp pets like ice/hell hound or spiders! :D 
And all of these, once trained to level 30, could be sold for a fair $ .


Now the few exp points gained by killing even mobs with kkk of HP will force people to use 1 pet at time (or exp point will be shared for a smallest amount of xp), dramatically slowing any breeding process, sapping forever the sense of using small pets as backup and discouraging original combos of pets.


Thinking about pet war: why should I waste xp point to raise pets like imps or gorillas or any other fun (but useless) pet, instead of using all xp gained to raise my combat cu/hiriu/etc.?

I think you made an extremely valid point. I'll admit I haven't even gotten into pet training/breeding here but this is something that I have always liked to do. Using offbeat pets just for giggles and to be different is my idea of fun. But if it is oppressively difficult it won't be fun and therefore it won't be done because there's not enough return on investment. This shouldn't be a problem if the level-up requirements are scaled based on pet strength though - is that not how it works here? By this I mean if it required a lot less experience points to get a gorilla to level 30 than it takes to get a dragon there, it wouldn't create that imbalance. This would only be an issue if it took the same effort to get both pets to the same place.