Evo-Engineering Test Feedback
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Joined: 22nd Jul 2014
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15th Oct

Please post your comments and observations here, along with any recommendations. 
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Joined: 19th Jun
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15th Oct

do NOT create an evo when you have pets out. It will create it and go wild, and untameable.
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Joined: 19th Jun
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Likes 8
15th Oct

area poision and hit also hits the evo. (and you)

Also I think that you should allow more points on the special abilities
=)
Last Edit: 15th Oct by Raelan
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
15th Oct

I'd like to see stats appear on the samples so that you can remember what was sampled and even sell them samples to other players.
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Joined: 16th Sep
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15th Oct

Couple of things:

Mining sand at GM is pretty tough, but if it is designed to get an increase chance of mining sand as you move above GM towards 120 then I think it is okay.

Sand does not stack, this will start taking up a lot of chest space especially at GM alchemy failure rates and the amount of sand you will need to have on hand. These rates are acceptable to me, again if they are designed to increase from GM to 120 Alchemy (basically 120 Alchy has 95-100% success rate to make Combiners etc... )

When you have the Combiner menu up and are adding your samples to it, if you hit the "X" in the bottom right corner next to the "OK" button, it will still create the creature and will NOT cancel it out.

Need GM Alchemy with GM Taming to have 100% chance success. Hope this is not going to be in the live version!

If your pet does not get the killing blow (in my tests runs so far) it does not get XP for the kill. If I helped it kill another creature it still got XP though.

More testing later, not sure when the system is planned to go live.
Last Edit: 15th Oct by Mox
Joined: 5th Jun
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Likes 18
16th Oct

I played for 2.5 hours and created two evo's. That was mining the sand and creating everything from scratch the first time and then using the stockpile at Brit after that. I thought the sand acquisition rate was fine. Also I only failed once while creating a DNA Extractor- that was out of like 6 I made? So I felt the crafting section of the system was right where it should be (if not a little quick and could be slowed down).

I had to put GM alchemy on my tamer to even get a 36% chance of success (which was the highest success rate I achieved) otherwise it was a 0% chance. I dont think tamers should HAVE to carry alchemy on their template and think this should be removed.

In total over those 2.5 hours (all streamed so you can watch the vod on twitch.tv/hibbigibbi if you do it before twitch removes it) I made 6 attempts at creating and had 2 successes. Each time I was using a 1700+ HP and 1200+ str mob as the body, a different 200+ dex/stamina mob for the soul (didn't care about HP/str on the soul) and a 1000+ mana mob as the mind (didn't care about the hp/str/dex/stam). The % chance of success with GM alchemy bounced between 28-36% each time. Once created and max leveled both evo's had the exact same end stats/skills with the same values- this lead me to believe I had hit the cap stats using that DNA combo.

Some questions I'm left with:
What determines the max skills the final pet will have? The parent DNA or will they all achieve the same end skills. Mine had 110 every skill, 143 resisting spells, and 82 meditation on both max leveled pets.

What determines the final armor rating of the pet? Mind/Body/Soul? The "form" you give the pet? Once time the armor was 60, the next the armor just said ----- (My guess was the number was too long to display? That pet had a Bone Demon form).

What are the self healing and resurrect master abilities? I made one pet with the healing but I couldn't tell when/if it was actually healing itself? All the abilities seem really cool- and I think you're on target with only giving us 5 points to play with and some of the abilities costing 3 (aoe abilities, self healing, rezzing etc).

Final thoughts:
As mentioned above the aoe abilities currently hit you....and that should be changed.

I like the idea of having the stats of the monster on the bottle- that opens up a whole new market/economy for players to buy/sell/trade.

I honestly kind of felt that I achieved a max pet stat combo relatively quickly....even at only a 36% chance of success. Should that be dialed back? I know I was able to skip the leveling grind so maybe that would add enough time before reaching an end-game pet? Just my thought.

Should only TAMEABLE things be able to be sampled? Instead of everyone trying to farm Navery/Paragon Bone Demon/ Poseidon etc?? I see being able to collect anything you want for the "form" as a means of vanity.....but as far as influencing the stats- is that a good thing? Perhaps it doesnt matter if the % chance of success crashes when trying to use a 18k hp paragon bone demon lol.

See you all in game!
Joined: 5th Jun
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Likes 18
16th Oct

One thing I've noticed with those testing the system is that there are about 3-4 mobs that we're all cycling between.......so once this goes full release I expect that the same mobs are going to get farmed/camped from everyone trying to collect the best DNA.

Is there a way to change this? Maybe it's not necessary to collect DNA from a 1800+ creature in order to get the max evo HP.......will or should staff divulge what amount is needed in order to produce the capped pet- or is that something players should experiment and figure out themselves?

Should the DNA collected be randomized- kind of like the titles are......can get them from a slime or from a balron. Some are "regular" rarity DNA and others are "epic purple" rarity DNA that will give the max stat?? That way players aren't just camping the same old spawns knowing that eventually that particular stat they're searching for is going to drop?

Just asking questions.
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
21st Oct

I really appreciate the feedback and testing so far. The development phase of this project would have been far longer without all of your help. We are in the final testing stages and, assuming everything is well, will be ready to release these pets as early as next week! Before we do though I need everyone's help testing the following additions:

  • Players cannot sample DNA from paragons, evo corpses, creatures above 25k fame (think bosses, group dungeons, etc), aquatic creatures or humans
  • There is a small chance to fail upon sampling DNA from a corpse
  • Upon leveling, players should hear a sound and see a visual effect on the evo pet (divine fury)
  • Upon successfully creating an evo pet it will no longer automatically shrink to the player's backpack
  • Pet leashes will now have 200 charges. They will be provided in a box near wbb for testing.

All other bugs have been squashed and suggested features considered. If it didn't make the cut I assure you it was not without careful consideration and thought.
Last Edit: 21st Oct by Abracadabra
Joined: 5th Jun
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Likes 18
22nd Oct

Upon successfully creating an evo pet it will no longer automatically shrink to the player's backpack

Did you mean to say that they WILL shrink to the backpack? The issue before was that they would not, and if you had too many followers the Evo would go wild upon creation.
Joined: 10th Oct
Rank: --
Likes 13
22nd Oct

Tried to create an animal with 100% success while riding a blood steed. It said I had too many followers and failed to create the animal. This deleted the body, sound, and mind DNA samples, leaving only the Form sample in my pack.
Joined: 5th Jun
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Likes 18
24th Oct

More testing today following updates. I didn't run into any bugs that I noticed. I really like the level up sound! My plan is to level one manually to test the rate of that system.

My findings:

*Under BOTH systems the max-stat pet I could create was 1210 HP/ 220 Stam/ 682 Mana/ 1133 Str/ 220 Dex/ 682 Int. I achieved this pet with a myriad of combinations, but NEVER anything that had more stats than this. I believe this to be cap. I have not found it difficult to achieve this cap using the sampling theory I've employed. You can message me on discord if you'd like to know more. Not trying to be secretive, just trying to keep this somewhat short.

*Under the first system which took alchemy (which I could only max to 100) I typically had a 28-35% success rate. I personally thought this was a pretty good rate; if not a little high. I mean these aren't supposed to be achieved the first go around are they? However now that the craft chances works off of animal lore (which I have 115), I achieved a 56% success chance to create the max-stat evo....and I never failed. Personally, this seems way high. We'll all have them created the first day....and will start the leveling grind. (which may be the intention, perhaps the grind is the leveling, not the creating?)

*I played around with the different abilities. So far the most powerful seems to be "Area Hit". I plan on taking this on my champion spawn pet, but likely on all the others too. It adds a good amount of extra DPS (26-50 it seems).

*Area Poison is neat and all, but it seems like the poison didn't linger very long after applied. Area Hit did more dps quicker.

*I couldn't tell a thing when I selected self healing. I'd watch the health bar trying to watch it "jump" on a heal, but never really saw it happen. I don't think I'll take this ability at a cost of 2 points. Perhaps if it were 1 point.

*Bonus Armor adds 20 points of armor....but I really don't know if that's a good thing or not. I didn't notice a big jump in survival by taking it. One thing of note is that before the update it seems all my pets had an AR rating- 60. However after the update the armor rating is just "---"; which I take to mean 0. When I selected armor bonus- I got an AR of 20. Shouldn't pets have SOME armor upon creation?

I did manage to solo coon with a max-stat evo with Area Poison. Took about an hour which seems on par with how long Greater Dragons could do it. If I try again, I'll do it with Area Hit and I think it will go quicker. You can watch a vid of my kill here if you want to see how it progresses: https://youtu.be/Tog4nG6d ... 15Q
Joined: 8th Sep
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Likes 1
24th Oct

I was working on different combinations and got DNA from a human. I can't animal lore it or use vet. Its only healing with bandaids.
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
24th Oct

Thanks guys - really helpful feedback and we'll be working to address every issue.
Joined: 5th Jun
Rank: --
Likes 18
27th Oct

A thought occurs:

Should evo's be non-tradeable? (even while shrunk). Leave the DNA samples to be able to be bought/sold.....but the evo itself once crafted must stay with the crafter.

Here's my logic:

Currently greater dragons are OP- granted - however at least they take more than GM to control effectively...and every toon that wants a greater needs those points allocated to control the max pet on server.

Since evo's will only require 100/100 to control, someone could just have one toon with 120/120 taming/lore to craft all the evo's while their other toons get 40 points to put into other skills (mage, eval, med, provoke, etc).

Maybe this is ok?

Other than greater dragons- the only other pets that require more than GM to own are vanity only. Maybe other pets will come out in the future warranting all tamers to have more than GM taming/lore?

Or maybe I'm the only one that runs 3 tamers and no one else will have this issue, haha.

Just providing thoughts.
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
27th Oct

Well it always benefits you to have higher taming and lore. Try controlling a shadow wyrm at 100/100 and you'll see even they are a bit awnry. Evos won't be much different I don't think. Having the two characters, one for just crafting, I think is fine because that's still dedicating the points/character slot for a purpose. It's essentially a mule, no different than 120 mining on one character and blacksmithing on another. Just my opinion
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Joined: 26th Oct
Rank: --
Likes 0
30th Oct

Do the evos lose their skill permanently or do they regain at lvl10 just a quick question
Joined: 5th Jun
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Likes 18
30th Oct

Neo that question got brought up in discord chat this afternoon and Ravenwolf said he's looking in to it. They *should* be regaining to the cap again after death.
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