Breeding

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Highroller
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Breeding

Post by Highroller »

I have heard rumors of an overhaul of breeding for months if not years. IF it ever happens please consider dropping the ratio of fails on breeding. I mean I have failed 10 times or more in a row breeding pets and they weren't even maxed. Also consider dropping the zero breeds and 4 breeds options on pets. With imprisoned pets pretty much destroying the market for making any real gold breeding pets, all that is really left is breeding for fun. It REALLY takes away from the fun when all roadblocks are still there that were there when imprisoned pets didn't exist and people bred for profit.
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Wil
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Re: Breeding

Post by Wil »

I'll grant you the steriles are really frustrating but the fails are about right. You can attempt 2 more in 6 hours and retry the failed ones in 12 so you just have to have persistence. This from someone who has every breedable at max.
Highroller
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Re: Breeding

Post by Highroller »

Wil wrote:I'll grant you the steriles are really frustrating but the fails are about right. You can attempt 2 more in 6 hours and retry the failed ones in 12 so you just have to have persistence. This from someone who has every breedable at max.
I am currently getting 30 to 50% steriles which is a LOT more than irritating. It is never 1 out of 20. It is none for a good while and just as you get to critical part of your breed cycle you get one after another. Got to disagree with you on fail rate when I get 10 to 12 fails in a row trying to breed gen 9's to gen 2's that is too bleeping many. Back in the day you could sell a maxed pet for 400 to 500k maybe there was need to slow down breeding rate. With maxed mules and nobles going for 50k not so much. Imprisoned Pets destroyed the pet market in a major way. I only breed pets for fun. But it just isn't much fun with the number of steriles and fails. I know it was years ago but Col told me he had jacked up the fail rate 3 different times. I am asking to back it off some if and when they ever give taming an overhaul.
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Wil
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Re: Breeding

Post by Wil »

What's your luck score? I find I get better results when wearing a high luck suit. Also, I eat to full before breeding and before claiming. I get very few steriles even on maxes.

On maxes, I can get 70% fails or worse. There also seems to be a breeding limit where if I have more than that many animals in breed wait the attempts always fail.
Highroller
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Re: Breeding

Post by Highroller »

Take it how you will, when I get approx 50% fail rate breeding a very weak gen one to a maxed gen 9 and 2 out of the three that DON'T fail come out sterile I consider it a problem. The pet sales were destroyed by imprisoned pets years ago. Maxed pets sell for approx. 25% of what they did before imprisoned pets if that. My hope was we could stop tormenting those that still breed pets for fun. None of the actions you list have ever changed my fail rate or sterile rate nor has several other things I have tried.
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fixxer1963
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Re: Breeding

Post by fixxer1963 »

Wil wrote:What's your luck score? I find I get better results when wearing a high luck suit. Also, I eat to full before breeding and before claiming. I get very few steriles even on maxes.

On maxes, I can get 70% fails or worse. There also seems to be a breeding limit where if I have more than that many animals in breed wait the attempts always fail.
How much luck do you consider a "high luck suit"?
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Devlin
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Re: Breeding

Post by Devlin »

I've never had a major issue with sterile pets, albeit that one awful experience getting a sterile gen 2 from ointed gen 1s. That one hurt. The fail rates, however... I generally have a friend help do some mass breeding, to avoid the 2 a day character limit. Generally run about 100 pairs at a time, of which I'm lucky to get about 15 successes.

Out of curiosity, I took a look at the base code for the breeding system. The chance of success is based off of the total stats/resists/level. An ointed non-pack animal should have about a 28% chance of success; packies should have a 40% chance.

Code: Select all

int stats = babyStr + babyDex + babyInt + babyHits + babyStam + babyMana + babyPhys + babyFire + babyCold + babyNrgy + babyPois + babyDmin + babyDmax + babyMlev;
				int newPrice = stats * 3;
				int babyPrice = newPrice;
				int chance = stats;

else if ( Utility.Random( chance ) < 1500 )
if ( cm1 != null ) //Generate Claim Ticket One
This lines up with nobles generally being easier to breed than mules. I'm guessing the chance has been slightly modified (probably around 1000?), for a 20/30% success chance for non-packies/packies, which seems more in line with my success rates. Doesn't seem like luck plays into success rates at all.

An overhaul would be sweet. The pet market has absolutely tanked from what it once was (although, so have far too many other markets, but that's another story). Mules/nobles selling for 50-75k hurts =( Other pets simply aren't viable when weighing them against mules/nobles/imps. There's a bunch of useful tameables out there, as well as some cool ones that would be nice to use again, but none can compete with mules/nobles, let alone imps. I had an idea years ago for a pet overhaul. Basically just add classes that affect tameables max stats (tanks have more HP, casters as glass cannons, etc.) Anyway, ramble over, here's the old post =)

http://www.uoex.net/forum/viewtopic.php ... eed#p45716
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