Bio Engineer Archive
Thread: Documentation of the Cloning system...
I SO agree!!
I would LOVE to have some REAL info from the DEVS on what does what!!
There are a lot of cool people who have published their findings, and that has helped a lot, but why does it have to be this hard?
Do any of the other crafting professions have to do things this way? I don't think so. I can't say for sure, since I haven't gotten into any of the more specific artisan classes. Just the basic stuff.
But I would LOVE to get some real documentation from the Devs on some of this...
If this is a petition, then /sign.
There remains no excuse on the part of the Devs in releasing a major change to a system such as this without proper documentation and guidelines.
No documentation, poor testing, ignored bug reports, this is what you get.
Here is a list to make it easy on the developers:
1) A full write up of what each number reperests in the dna.
2) What each of the 5 dna slots mean and what percent they give to the final creature.
3) How specials and ranged attack is calculated.
4) The difference between the different quality of dna and what affects do they have.
5) The 5 different experimentation sets, what they increase and affect.
7) How CL is calculated in the final clone.
The publish is not completed until you have full documentation. You do not publish until you have full documentation to go with the publish. It is not that difficult. At least they had put stuff in for player cities and got it right on that one, but dropped the ball here.
WolfGuy wrote:
Proper documentation of the Cloning system could have prevented the "misunderstanding" that lead to today's nerf. If the system and the rules were laid out for us to see and truely understant we would not have this problem.
The need for proper documentation is even more urgent today, given the reports in other posts that we can still produce invalid pets post-hotfix. If we had the documentation, we could at least filter out pets we know are invalid before trying to sell them and the devs could get on with fixing the actual problem of invalid CL calculation.
Right now, we seem to be in the unfortunate position of not knowing if the pet we produce is valid or not until someone trains and then tries to call it.
And this is the same dev that expressed remorse about not providing us with documentation of the original system, right? It would seem that documentation is not his strong suit, which I guess is true for far too many techies.
Get your arses back from lunch Devs and do some actual work.
Scorus wrote:
And this is the same dev that expressed remorse about not providing us with documentation of the original system, right? It would seem that documentation is not his strong suit, which I guess is true for far too many techies.
Got to agree Scorus. But you know, during my time as a software developer, producing technical documentation on the software I was developing was part of my job. It's needed so development time for a project can be estimated and so QA has some idea what they're supposed to be testing.
Instead, what we've got is a real life example of the saying "if you don't know where you're going, any destination will do". I guess I should have been working in the gaming industry - or maybe just SOE?
Though I will grant you that that guide was not published until after launch, so SOE is following its own bad precedents here, I guess.
I never found the crafting guide lol, i doubt it woulda helped much, i read the whole litle book that came with the game, didnt do much for me.
Well, we may be a hybrid crafter, and not a 'pure' as some people think, but Smugglers are in rather the same boat...
we still can't get an answer on whether experimenting on slicing tools does *anything* for slices, or whether or not spice experimentation points are going to be useful, or how much a slicer at each level can enhance, or...
*shakes head*