Bio Engineer Archive

Thread: Experimentation Bugs, Problems, and Suggestions

wayubb71
Sat Sep 06, 2003 2:55 pm
#1

Please list below any Bugs, problems and or suggestion you have for this line, also please do not post the same problem or bug or suggestion if it has already been mentioned in this thread.



Thank you.


Regards,

Eronsill
Sat Sep 06, 2003 4:55 pm
#2

"success" is not spelled "successs".


Experimentation for crafted animals is often listed as a success and the creature loses stats, and vice versa.


Low level DNA template combines consistently only give 1% to mental, prowess and physique properties.


Animal combines often are created with the exact same percentages across the board. (9% to physique, 9% to mental, 9% to psychological...) This is inconsistent.


Full, successful experimentation often produces no discernable change in stats.




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QTipz
Sat Sep 06, 2003 5:31 pm
#3

The DNA template experimentation seems to be working correctly (although I'm unsure how and what the stats mean exactly). HOWEVER the animal experimentation is WAAAAYY off. I have experimentation 4 and can experiment and have it be an amazing success but the stats go down or they increase very slightly. For example...a pet with attack 490 will go to 500 if I use all my points on aggression. This doesn't seem right. Also it can succeed and the % goes down from 15% to 9%...makes no sense.



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Punchyartsy
Sat Sep 06, 2003 8:00 pm
#4

1)fix final creature crafting so you it works like every other type of experiments and we don't have a one shot deal.

2)give a better explination of the dna states.

3)make psychological profile do something? (unless I am missing something and dependabilty and courage actually do something)

4) more experimentation points would be nice since we have so many areas. that way we don't have to completely sacrifice mental, psy, and prowess if we want aggresive and physique.

my 2cr.
shai-lah
TheRancorKeeper
Sat Sep 06, 2003 8:10 pm
#5

oh heavens, where to start?



1) how about "success" actually making things better, and "failure" making them worse, rather than those two words being totally interchangable.



2) often times an attribute can only be experimented on and not more after that (not intended as far as i know).



3) It would be nice if "finger-fidgetting" didnt result in you having to trash the whole creature/template/tissue you were making. (you know, when you accidentally hit enter twice, and the schematic gets fubar and must be dumped).



4) HAM attributes are usually not worth experimenting on. They don't improve enough to be worth it.




-----------------------------------------------------------
Bio Engineer + Creature Handler + Carbineer = Me = Glutton for Punishment

My mom cried when Capt. John Miller died.....
My sister cried when Bambi's mom died.....
My roomate cried when Spock died.....
I cried when the rancor died........
TheRancorKeeper
Sat Sep 06, 2003 8:13 pm
#6

oops, #2 should read, "often times an attribute can only be experimented on once and not more after that (not intended as far as i know).



-----------------------------------------------------------
Bio Engineer + Creature Handler + Carbineer = Me = Glutton for Punishment

My mom cried when Capt. John Miller died.....
My sister cried when Bambi's mom died.....
My roomate cried when Spock died.....
I cried when the rancor died........
EvesOwner
Sun Sep 07, 2003 5:54 am
#7

Chance experimentation so that it SIGNIFICANTLY changes the stats on our clones and tissues. Right now the change you get from experimentation is nothing compared to what other profession can do with their experimentation. Take medics for example:



Now I only have 5 experimenation points for use when I am creating the components for pet stims but I can about DOUBLE the values of the stats on those components using just those 5 experimentation points. However, as a Master Bio-Engineer I have 10 points but when I use experimentation in the cloning process I never seem to increase things better then 10-15%.




---------------------------------------------------------------------------------
Bio-Engineering is still THE most broken profession. Yes, that's right. Even with the first fixes for bio-engineering half of skills produce products that are worse then what can be found in the wild. For the record, DE is not as broke as BE (stuff works it is just that a lot doesn't make sense).
Tal-N
Sun Sep 07, 2003 8:55 am
#8

Aside from the known issues there is really a problem where you end up with 30% risks and higher from using a single experiment point all the way up from novice to eng tech 2. Naturally thismeans you don't really see any benefit from spending points into the eng tech branch until your at eng tech 3. Also some of the more advanced tissues give lower risks than some of the earlier ones, this is probably because they have materials which are generally a high quality but on the whole you really need to see a more smooth rise in complexity for the tissues branch. I don't have the exact figures here but I'll post how the difficulty in making these items seems unbalanced and thus makes it very hard to get good results until the player have eng tech 3.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
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Seshemw
Sun Sep 07, 2003 2:24 pm
#9

Most of the above are to be fixed in the mythical big update, and from the dev letter, are related to the initial numbers being wrong, and the experimented numbers being right (so you get the drop seen, because it was moving up from the 'correct' starting value you never saw. Only in extreme successes do you beat the already inflated number displayed at the beginning of the process, so in those cases you see a small increase). Not that it makes it any less broken.





--
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Brihtwulf
Mon Sep 08, 2003 7:09 am
#10

Well, let me try not to repeat anyone and offer unique suggestions:


1. Experimentation shoul dhave more noticable effects on a creature. Currently, you can put in 5 points and get a few hundred HAM points. In my opinion, this is too little.


2. Personally, I think that the HAM bar stats should be in the same category of experimentation. They should not be divided into psychological, physique, etc. It is a massive waste of experimentation to raise all these stats individually.





...We Jedi must one day reclaim the galaxy in the name of Justice.
Scorus
Mon Sep 08, 2003 9:43 am
#11

1) We need to know what Psychology does.

2) Stats should increase on successes and decrease on failures, not the other way around.

3) DNA samples should have more bearing on the quality of the creature, the ranges are too small.



Scorus
Spazzers
Mon Sep 08, 2003 11:25 am
#12

I actually started to believe a reduction in stats was a success.



Buboopadoo
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CheeseKate
Tue Sep 09, 2003 12:20 pm
#13

I'm not sure if this really fits here or not, but I couldn't find something that fit better posted for the suggestions topics. That said...

Alright, I have four ideas for this skill tree.

A. Hybrid Engineering
While I did mention hybrids in my Cloning skill tree suggestions, I feel that they truly belong here. Why? Because this is the skill tree that allows BEs to modify the stats of an animal; therefore, all other modifications should be grouped in this category.

Two things that are affected in this aspect of the skill are the amount of animals you can mix and match and your rate of succession in doing so.

B. Color Modification
BEs should be able to make color modifications to animals they create. The modifications should include: eye color, fur color, hair / scale color, claw color, feather color, and marking color. The colors should be natural colors found on wild animals, not radical ones -- leave those for the dyes. BEs should be able to fully modify their creations, they shouldn't be limited to just messing around with stats.

C. Marking Patterns
BEs should be able to choose marking patterns for their animals, like Wookies do when they create their characters. It doesn't have to be a fantastic number of patterns per animal, it could be as little as three to five. For animals that are hybrids, it would be double the amount because it would have the ability to have markings of both animals it was made from.

D. Color Tampering
I think that many CHs will want their pets to be made unique. There are many species that BEs cannot make (for example, the greater sludge panther). So I think that BEs should be able to modify the colors (eye color, fur color, hair / scale color, claw color, feather color, and marking color) of peoples' pets just like people can trade their weapons to a slicer and have them modified. However, I don't think that BEs should be able to create marking patterns on pets. I think that should be reserved only for BE'd animals, giving BE'd animals something that tamed animals don't have. So while a tamed kahmurra can have its colors changed, a BE'd kahmurra can have different marking patterns in addition to having its colors changed.
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