Bio Engineer Archive

Thread: Be Issues Round 2 Revision

Talthazar
Tue Nov 04, 2003 11:12 am
#1

Ok, I've gone through your feedback and revised this list. Some items have been removed, specifically items pertaining to interdependencies on other classes and skills. I'll move things like that to a wish list post. I added a few things I missed and have clarified others. Read through this and post your thoughts.


Clone Engineering Issues



  • This is currently our biggest issue.The clones we can make for CH's are not desirable compared to other pets at any given cert level, compared to what's available in the wild. For non-CH's, our best pets under cl 15 can't compare to rock beetles, mountain krevol, or cowardly gurreck. Now with mounts being added, we will be missing out on the full potential of the mount market. There are reported to be non-ch versions of all the mounts spawning in the wild. BE's can only make two for non-CH's. We feel getting the cloning changes completed and pushed live should be the top priority for BE fixes.
  • To be fixed with the upcoming cloning changes (gleaned from feedback we've been given so far.

    • Diversity - currently there are very few creatures we can make. This was reported to be more than doubled with the new cloning changes. Some of these will not have tamable versions in the wild. While we understand CH's will get some unique creatures we can't make while we get creatures they can't normally tame, we do hope we will get something from every animal type. Currently, we have no snakes or flyers for example.
    • Bugged clones
    • Viability - We should be able to make pets of any given CL with the stats of a creature several CL higher.
    • Complete control over HAM, damage, armor, special attacks and CL - A concern is whether we will be able to lower stats during the process. If we are trying to make a CL 15 creature and it's coming out to be a CL 16 creature, can we lower the stats to fit the order? We have not been told whether or not we will be able to control resists. We would like to see the ability to do this if we can't already in the new system.
    • More information will be displayed, including Armor, special abilities, resist and CL.
    • Full-grown size will vary greatly depending on the final stats. One concern is whether we will have any control over this.
    • Coloring clones

  • Other issues and bugs

    • Currently, once a clone is tamed, it no longer retains the creator's mark. A BE'd pet should display who made it as well as the owner.
    • DNA is not lost when creating a DNA template. I got a report that when this happens the DNA loses stats. I'll try to get hard data on this.
    • The resource formula for clones still has UT. UT is not found on creature food or flora food.
    • To date, no one has been able to affect the DPS of a creature, we can raise damage, but the speed goes up accordingly. While there is some variation of dps, it seems random. We would like to have some control over this.
    • Psychology appears to have no effect on the creature or its effect is unknown. We'd like an official explanation of this stat.
    • Many feel that cloning gives too little xp given the considerable time required to gather the samples needed to make a clone. We'd like you to look into upping the xp rate for clones to take this into account.
    • BE's get no UXP from clones. We'd like to see some UXP given from taming or combat.
    • Rapid-fire clicking DNA samples will insert the same sample multiple times into a DNA template without causing an invalid ingredient message making it possible to craft clones using a single DNA sample. I haven't been able to reproduce this myself, but others have. Information indicates it may be linked to lag.
    • Pet deeds still show under Misc/Item on vendors and the bazaar.

Tissue Engineering Issues



  • Stacking - There are still stacking issues. We were told some stats would not stack on a single piece of clothing but that this would be fixed later. I'll put it in this list until a better fix can be found. Update, the 11/3 patch notes list this as fixed. Will try to verify and confirm.
  • Stacking - multiples of the same enhancement used to stack on a single piece of clothing and no longer does. Is this intentional or something we could get fixed?
  • Resource availability - even with lair searching and fishing, eggs and fish are hard to get in any quantity.

    • Bioharvesters - This idea has mixed popularity, but is one suggestion for gathering milk, eggs, mollusks and fish.
    • Eggs - It's been suggested that eggs should be found on certain types of lairs - specifically insects, reptiles and avian. Lairs of creatures with higher cl would yield more eggs.
    • Fish - The current method for fishing is not sufficient. Either make Survival skill increase the yield of fishing since fishing gives survival xp or implement fish traps as has been suggested before.

  • Rare resources - Milk, mollusks, seafood - you have a better chance of finding a holocron it seems. Milk could be added to lair searches of lairs with female creatures as in the egg suggestion above or made a harvestable resource from female creatures. Creatures classified as part crustacean like rancors and quenker could give seafood. Some reasonable method of harvesting mollusks is also needed. Perhaps they culd be added to lairs near water.
  • Chef additions - I have never had a chef seek me out for these. Many seem to feel that these are too expensive to make for the little benefit they give to chefs. Also these are not usable in all chef items. There may be more of a market if additives could be used in things like Tatooine Sunburn or Breath of Heaven. Many of these cost as much to make as the food to which they can be added.
  • The following chef tissue additives list NO STATS at all, they have only a generic text description of the actual tissue without giving a statisitical description of the power of the item anywhere:

    • Cognitive Enhancer
    • Devaronian Alipedene
    • Bio-Strength Formula
    • Macrosodial Tetramate (unsure - milk)
    • Personaphene (unsure - seafood)
    • Macrosocial Pentamate (unsure - milk)
    • Refined Alipedene
    • Systemic Cognitive Reformat

  • Pet vitality packs gain no benefit from using advanced BEC's and LS's. Using the same flora and inorganic, a vitality pack made using normal subcomponents will be exactly the same as one made using advanced subcomponents. Was this intentional?
  • Resources for tissues are not lost during a critical failure on the initial combine.
  • There is a category for pet stims, but they still show up under pharmaceuticals.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Tue Nov 04, 2003 11:13 am
#2

DNA Sampling Issues



  • There should be a default macro for /sampledna like there is for every other skill. Currently, new BE's have to make one themselves. Reported fixed on TC. Will try to get verification.
  • Many feel the mind cost for sampling is way too high.
  • I'm seeing many reports from novice BE's that they are having extremely high failure rates sampling things like minor worrts, rills, flesh eating chuba, gnorts and the like. These are all newbie mobs and there is no reason a novice be shouldn't have a reasonable chance of sampling from them successfully. We would appreciate some feedback in this.
  • Once we sample a creature to death, we can no longer harvest resources from the corpse. Given the need for meat, we'd like to be able to harvest from creatures we've killed in this fashion.
  • Storage - Other crafts have stackable resources. Our DNA does not stack. While it's understood that it does not stack due to the different stats, it would be nice to have a container to hold DNA in a smaller volume. This container could, for example have a volume of 10 and hold 50 samples and only hold DNA samples. It would not need to take the place of a backpack.
  • Why does our DNA sampling now seem to cap at CL 75 when we used to be able to sample from anything in the game?
  • Will DNA suffer from decay penalties with the new decay on death system?
  • Zero risk DNA samples can be obtained in The Warren from caged critters (unsure if this has been fixed or not.)

Engineering Technology Issues


  • Stats on a DNA template do not show until some experimentation is done. o Success will still sometimes lower stats and failures can raise stats.
  • Creature experimentation is still broken - once you experiment once in any line, you lose any ability to experiment further. o 30% risk and higher on experimenting from novice through Engineering Tech 2. Since I'm a Master now, I don't know if this is still an issue. Could I get some feedback on this?
  • Currently the experimentation does not seem to have as much effect as other crafting classes. Ham for example only raise by around 10-20%. How do people feel about this currently?



  • Brutir Llecc'Honep
    Master Bio-engineer - Proprietor - Honep Industries - Kauri
    Brutir - Master Bio-Engineer - Test Center
    SWG Bio-engineer
    TodoProudfoot
    Tue Nov 04, 2003 11:15 am
    #3

    Still first after Talthazar.


    Erais on Scylla

    MooF_Juggernaught
    Tue Nov 04, 2003 11:35 am
    #4

    i would like to suggest fixing the crafting system, seems the failures are completely random, and skills have no bearing on the experimentation process. i use a +35.996 station and a +14.24 tool and i get close to 60%failures as a Master BE.


    Also when i get a critical failure making a template, the samples are not lost, yet when i get a CF making a pet all the materials are lost. this doesnt make sense to me.


    I would also like to see all the attributes in the samples-templates and the crafting experimentation line up or correspond correctly.


    also i would like to see the explainations for items we can craft, correctly display what type of crafting station is needed for them. Vit-packs for example, need a personal crafting station, yet it only says in the schematic that it needs a crafting station.





    Antarian Rangers
    Jedi PadawanMoof Juggernaught
    R.I.S. Certified 12pt ArmorsmithT'zeal Juggernaught
    Juggernaught F.S.C. - ProprietorWendol Juggernaught
    Server: Bloodfin Vendor: Juggernaught F. S. C. - Skyfar, Naboo
    XFire Profile
    alioninwinter
    Tue Nov 04, 2003 11:44 am
    #5

    "Currently the experimentation does not seem to have as much effect as other crafting classes. Ham for example only raise by around 10-20%. How do people feel about this currently?"

    I think this is fine how it is for two main reasons.
    1) If it could be experimented like a medical component (not final build, just the components) to the 89% range, that pet would be far too powerful in some ways.
    2) It's my understanding that HAM and CL are directly linked, although this helps balance the #1 issue, depending on how this new patch handles this link between HAM & CL with experimentation, it *may* be possible to make some seriously insane pets per their CL.

    Any increase in this ability should be small, like 5% at most.

    Thanks for the great post.



    ==================================================
    Master Dragger, Drunken Friar
    Gabriev
    alioninwinter
    Tue Nov 04, 2003 11:47 am
    #6

    I agree with MooF_Jugg. I'm using a 42.xx Crafting station and 14.94 food/chem tool and although I'm not getting 60% failures, it's still noticablly higher than it should be. I've gotten 3 failures in a row once, that shouldn't happen, luck can't be that bad.



    ==================================================
    Master Dragger, Drunken Friar
    Gabriev
    insecure
    Tue Nov 04, 2003 12:26 pm
    #7

    I use about a 15 Crafting Tool & a station inside my trusty R2 unit and rarely do I get critical fails


    the other night I made over a dozen creatures (so 24combines)and I had one CF the whole time.




    -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=-


    Each day you live in rebellion, you there by guarantee yourself another day of freedom.
    Another to live and another day to choose who your gonna be.
    The only thing they can't take away from you is your will to survive.
    Today's rebellion is tomorrow's freedom
    Tal-N
    Tue Nov 04, 2003 12:28 pm
    #8

    This sounds like a nice complete draft to me. I'd say go for it Tal.



    Tal-N Chratk
    Ahazi Master Bioengineer / Hunt Master / Rifleman
    ______________________
    Tal'N Chratk
    Shadowfire Bounterhunter / Commando

    Echinacea
    Tue Nov 04, 2003 2:27 pm
    #9

    A thought about the personal crafting station inside a structure, high quality tools and then the station modules in droids: are the numbers rolling over? I've seen annecdotal reports that if you use a cruddy tool with a good personal station, it works fine. Sounds like a good tool and a droid module station are fine, too. So do the numbers for a good personal crafting station in a player structure, plus the numbers for a good tool, add up and cause the whole thing to roll over into lousy numbers, as if you were using a crappy tool and crappy personal station? A Master DE friend told me the droid crafting modules are capped lower than a personal station in a structure.


    Just a thought.




    Col. Tarot v Starsider
    Elder Master Entertainer and AXIS M.I.L.F.
    Mathom © Starsider
    Entertainer
    DJC
    Tue Nov 04, 2003 2:45 pm
    #10

    Got it good enough for me. Now if we could just get the work DONE.... whoah... to see something accomplished is to witness miracle.



    =-Adun



    I distinctly recall stating something in jest about2 months ago... something about the fixes being done by Thanksgiving so we could be Thankful for having been fixed... but at the time we all thought it was in jest because after all... thanksgiving was so far away they couldn't possibly take THAT long to implement the changes... could they?

    aorin
    Tue Nov 04, 2003 3:25 pm
    #11

    Still lookingn to get the requirements for stim ds changed.....a specific fiberplast...and an ingredient like fish...and 3 becs when regular stim ds take two...is unacepptable.


    not like it matters anyway they like to nerf before they fix a **edit**ing thing anyways.
    Spazzers
    Tue Nov 04, 2003 3:45 pm
    #12

    Very complete list. Great job.


    If I get a critical failure on the intitial combine the resources don't poof but if I get a cf on final assembly it all goes bye bye. The high failure rate does not just apply to BE items. I get a high rate while crafting medical subcomponents like liquid suspension. If I use a public crafting station I don't get the same fail rate. I've not used a droid yet.


    The resource problems for tissue products has been worked over a jillion times. The fish net was an idea someone came up with months ago. Milk could be a by-product of a flora farm just like soy milk. Doesn't seem to be an importantissue to the dev's though.


    Adun,


    I remember reading your comment about Thanksgiving and I thinking to myself how pessimistic. Turns out to be very prophetic. We've been asking for fixes and making suggestions for a very long time now.




    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"
    Reasonable1
    Tue Nov 04, 2003 4:02 pm
    #13

    The error message on sampling with a full pack should read - "Your pack is full." Rather than "You fail, you loser."



    Asu Lion
    Master BE, Rifleman, Ranger, CH
    Shop at 2900, 5400 - 2200 meters NE of Mos Entha
    Page 1 of 8
    Previous Next