Bio Engineer Archive

Thread: Documentation of the Cloning system...

WolfGuy
Thu Jan 08, 2004 12:05 pm
#1

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.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
Gisei2
Thu Jan 08, 2004 12:09 pm
#2

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...

Germaine
Thu Jan 08, 2004 12:16 pm
#3

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.




Gromo Weeg (aka "Bug"), Rodian Scum Deluxe
Eadack Trevyo (aka "Squid")

Four Accounts Cancelled

RIP SWG 6/27/2003 - 11/15/2005
Meplorium
Thu Jan 08, 2004 12:17 pm
#4

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 You do not publish until you have full documentation to go with the publish.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.




- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
Zaket
Thu Jan 08, 2004 12:18 pm
#5






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.




----------------------------------
Clerista Iewie
Master Shipwright
Mirrl
Thu Jan 08, 2004 12:19 pm
#6

We need documentation. Especially as every time they make a change like this we need to go back and re-examine our previous findings to find out if they are still valid. The fix probably only effected the computation of final CL but we don't know. Other computations may have been effected. Even if thats the only thing that was changed all our old data on determining CL is now invalid so we have tio start from scratch again. Couldn't they at least have started displaying the CL in the template at every stage of combine and experimentation when they put in this fix. It would also have been nice if they had just pushed the relevant level of all "bugged" pets up to where they should be in the new system. I've never sold one but I have 2 probable bugged pets in my inventory. I think most of us have at least played around with all the different kinds of DNA and having several hours of work just invalidated bites. There would probably be fewer BE customer complaints if the level had just been adjusted. Some sho had CH friends might not want to return the pets at all. For those who did want to return it the BE would at least have something they could sell coming back. We also wouldn't have to worry about which of our older deeds would lead to uncallable pets. Especially as it seems like even good use of non bugged DNA in yesterdays system could lead to this result.



From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
Scorus
Thu Jan 08, 2004 12:24 pm
#7

Maybe a little, but the creativity used in arguments to justify the use of this bug were such that I don't know that any amount of documentation would have stopped some people. But there are a dozen other things that people have found that triggered the "is that a bug or a feature?" question in my head and documentation would allow us to file bug reports, at least.

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.



Scorus
Berlappen
Thu Jan 08, 2004 12:24 pm
#8

well i dunno if they should tell you everything about makin a creature, where's the fun in that? But i do feel they need to REMOVE THE BUG, not the ability to call bugged creatures.
Get your arses back from lunch Devs and do some actual work.
BindyBalaroo
Thu Jan 08, 2004 12:26 pm
#9

none of the other crafting proffesions are documented. Have you ever tried to make a powerup for guns as a master artisan? it's just like BE, random results everytime, even BAD results with good resources. Only thing i can reliable know you can make good are like high level crafting stations and tools, and the armor and clothing repair tools, but guess what?? Many people reported the high level repair tooks STILL broke stuff at an alarming rate. That's not even the start of it. I have be a DE, MT, MA, MD and I think doc is the only good crafting system in the game (reliable and understandable).



Tesra Elation & Starphire Elation (lvl 80 jedi??) @ Dantooine
Aoccdrnigto a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Zaket
Thu Jan 08, 2004 12:35 pm
#10






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?




----------------------------------
Clerista Iewie
Master Shipwright
Scorus
Thu Jan 08, 2004 12:40 pm
#11

Bindy: But there is a crafting guide for the other professions, at least. It doesn't explain everything, but it is a start, giving details about what resource numbers, etc. mean. A medic knows how to pick the best resources to maximize certain aspects of his creations. He knows what buttons to push to try and increase the number of charges in his Stims. We don't have that luxury yet.

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.



Scorus
BindyBalaroo
Thu Jan 08, 2004 12:47 pm
#12

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.




Tesra Elation & Starphire Elation (lvl 80 jedi??) @ Dantooine
Aoccdrnigto a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Ceroshin
Thu Jan 08, 2004 2:38 pm
#13

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*




"Very true, if there was one thing that Hitler, Stalin, Napoleon, and Castro all had in common, it was their total and absolute hatred of helvectica fonts."
--Welwood

"Dad...The Combat Balance ran away...the Devs can't seem to find it"
--Garvin
Page 1 of 2
Previous Next