Bio Engineer Archive

Thread: A message from the BE designer

Holocron
Mon Sep 08, 2003 3:00 pm
#1

I'm just the messenger.



Hey everyone,


I know it’s been rough waiting for the announced fixes to get finished. So, to help alleviate the pressure of waiting, I thought I’d stop by and let you know how things are progressing.


First, the bad news, it doesn’t look like everything is going to make this next big update as originally stated. The enhanced creature crafting stuff is taking longer than originally expected and will most likely not make it. Here’s the stuff that will be included in the update and I strongly recommend everyone check it out as soon as it goes up to Test Center and give feedback here.


Tissue Engineering



  • All Tissues (including pet medicines) will be craftable in a Food & Chemical Factory.

  • Tissue descriptions have been updated to include information about what Skills they actually modify and what types of Schematics they work in.

  • Examine details for the Food Tissues have been fixed so that the modifiers read correctly.

  • Some of the Food Tissues have had their effects increased.

  • Clothing Tissue modifiers have been fixed. (A few invalid or overpowered modifiers were removed.)

  • Injury Treatment, Wound Treatment, Wound Healing (Dance & Music), Camouflage, Cover, Bleeding Defense, Stun Defense, Melee Defense Intimidation, Warcry, Taming Wild Creatures & Taming Vicious Creature all work correctly now.

  • Mask Scent was added to the Tissues that modify Camouflage

  • Medicine Use & Taking Cover were removed

  • The Business Acumen Tissues (Charigra & Personaphene) were removed. These are no longer craftable.

  • Clothing Tissue Enhancements should stack better on schematics that use enhanced components in multiple slots.

  • Note: This stuff is still not working 100%. Components that modify the same enhancement slot will overwrite. You can tell what enhancement slots are being used by looking at the resource attribute effectiveness breakdown in the Tissues Schematic (Mod One, Mod Two, etc) Using a Tissue with no enhancements together with a Tissue with enhancement will no longer cause the final component to lose it’s enhancements.

DNA Sampling



  • Creatures that are being sampled from will now be invulnerable for the duration of the sampling process.

  • The DNA Sampling animation has been changed.

  • The DNA Sampling calculations have been changed.

  • Sampling Success/Failure rates are now dependant on your skill versus the level of the creature. High level creatures will no longer be able to be sampled by low skilled Bio-Engineers.

  • Survival rates are also tied to creature level and skill.

  • Aggro and Spook chances are no longer tied to sample failures.

  • Aggro and Spook chances now scale properly with skill. Chance is determined by skill and number of times the creature is sampled.

Although none of the Clone Engineering changes are going to be able make this next update, I thought I should try and clarify a couple things.



  • All critical creature stats will be viewable on the final crafted creature including the creature’s level, armor ratings and special abilities

  • The level of the crafted creature is going to be determined by the actual final stats of the creature. This level will be affected by the skill of the Bio-Engineer and the quality of the DNA used. Master Bio-Engineers will be able to make creatures of a specific level with stats equivalent to a wild creature several levels higher.

  • Certain creatures will have a minimum level cap. To keep certain creatures interesting and unique their levels will never be allowed to go below their minimum regardless of what their actual stats are.

  • The full grown size of a creature will vary quite significantly depending upon its level.

  • Many, many, many new creature templates have been added. I’ve more than doubled the number of creature appearances available. And I took special care to add creature types that are do not have tamable versions in the wild. There will however still be several wild tamable creature types that cannot be cloned.

Hopefully this helps alleviate some of the stress right now. I understand it’s hard to wait day after day as these things are fixed. I promise I’m doing everything in my power to get the fixes out to you as fast as possible.




-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


TaimaishuYun
Mon Sep 08, 2003 3:03 pm
#2

finally some fixes.. now get on over to the fencers fourm






Taimaishu Yun

vv
\Samurai \
Brylden
Mon Sep 08, 2003 3:09 pm
#3

Holy crap, and I was just about to delete the BE skill tree today.. I might just hold out a while longer now.
Elimanning
Mon Sep 08, 2003 3:10 pm
#4

Man it must be nice to be in a creature based profession.
Ithinor
Mon Sep 08, 2003 3:11 pm
#5

Yeah!!! some fixes..


Thanks for the newsHolo (just the messenger).


Please keep the fixes coming!



Rainor




Rainor on Ahazi Server
Mu_Lowca
Mon Sep 08, 2003 3:12 pm
#6

We appreciate that you're taking the time to let us know about whats happening. But I think you guys should think about keeping people more informed... I know that we've seen alot of folks switch professions because of lack of info from you guys... maybe drop a line to our BE correspondent so he can keep us updated? Every week to ten days wouldn't hurt and would only take about 10 minutes of your Intern's time.




M'u Pe-Ka


LoTide Genetics, Lowca Server


"See that stuff at the bottom of the barrel? I made that!"

Alacrity
Mon Sep 08, 2003 3:14 pm
#7

Hey, BEs are getting much more communication that other (*cough*DroidEngineer*cough*) professions. Count yourself lucky.



Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
Elimanning
Mon Sep 08, 2003 3:16 pm
#8

Droid engineers aren't alone. I finally gave up CM completely this weekend just because the skill points weren't worth the problems with the profession. Outside of Holo saying they're on the CM crafting issues, we have received ZERO communication, same with just about all the medic professions. BE's are a lucky lot indeed, their developer seems to be very good at keeping them up to date with what's happening.


Spazzers
Mon Sep 08, 2003 3:18 pm
#9

I'm thrilled I'm not just a vet anymore...well when the patch hits anyway



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Mu_Lowca
Mon Sep 08, 2003 3:21 pm
#10

<going over to devs forum to formally request more communication to all profession forums>


I'm sure its been done before but if we keep poking em with a stick, maybe they'll start talking.



Just head over and give it a <bump> to keep it near the top.



M'u Pe-Ka


Lowca

VanRichten
Mon Sep 08, 2003 3:21 pm
#11

Well, glad to see i have not been grinding the profession for nothing. Tho it looks like I will have to finishe the dna tree quickly before this goes in, got a fealing getting 400 exp per sample will be thing of the past.



To Live or To Die, Only the Lag Monster knows the answer for sure.
Scorus
Mon Sep 08, 2003 3:23 pm
#12

An excellent start. I would suggest that something else be created to replace Chiagra, I think you need a third tissue at the novice level, but that can wait.

Will anything be done about tissue ingredients? Factories don't help for the many things that require milk, eggs and seafood.

Is the problem where you no longer get (or at least show) the bonuses from bio-engineered clothing after you relog fixed? If I put a +5 item on and relog, my skills don't show the +5. If I take it off after relogging, then I show -5.

Is the problem where they sometimes don't show their bonuses fixed? I don't believe they ever show their bonuses in the final food products.

Will these items be shown in the bazaar under clothing components and food components? Or still under Items?



Scorus
Arcaded
Mon Sep 08, 2003 3:25 pm
#13

*faints*
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