Bio Engineer Archive

Thread: Dev Feedback To BE CU Issues

ArthurDentOnBria
Mon May 02, 2005 2:47 pm
#1



The devs were kind enough to give us the following responses to some of our most pressing CU-related issues:




Question: Is there a plan to fix bio-engineered pet crafting in the near future? If so how will it work in the new post-CU world?



Background: The pet crafting system doesn't seem to have been incorporated into CU at all. Of primary concern are the fortitude, cleverness, special attacks, armor, and resistance values that are coming out on dna samples. The problem is that newly craftedanimalsmade fromthese dna samples results in creatures of extremely high CL (100+). In addition, bio-pets that were crafted prior to the CU have all kinds of problems.When you call some of them, you are forced to adjust the level or adjust the stats. Adjusting the level often results in another of the CL 100+ animals. Adjusting the stats makes it into a very generic pet. But the pet checks are extremely inconsistent, and some weaker pets are subject to it while stronger pets of the same level are not.


Answer: This is being actively developed as we speak.


Question: What happened with pet stims? Was the reduction in usefulness of them intentional? Why don't pet stims made before the CU work?



Background: Before the CU, pet stims were useful because they allowed modest-sized heals to all three pools of the pet. Pet regeneration was slow, so they were useful both during and after combat. Now in the CU, the power of pet stims has decreased dramatically. That together with an extremely high pet re-gen rate and a much longer (60 sec) timer between heals makes pet stims completely useless in most people's eyes. There is also a problem where no pet stims made prior to the CU work.


Answer:


The original purpose of pet stims was to give CH field viability without a doctor or medic nearby. That basic premise has not changed. That being said, if you are finding that the stims are now now worthwhile because of the high regen rates, we will certainly look at it (added it to my list).


Question: What's the scoup on medical enhancers? They seem to have relatively little benefit, an extremely high resource cost, and lots of usage problems.



Background: The medical enhancers were added to the bio-engineering tree during the CU, and people are given the option to re-spec into bio-engineering primarily so that they can make these products. But the products require an unprecidented number of rare and difficult to get resources, in addition to a very large number of components, and there are lots of reports of them not providing any benefit to doctors/cms who have tried to use them.


Answer:
The resources in the enhancers should have been mirrored to use the old doctor resources. A high level enhancer should give you a 20%-30% enhancement to the skill being used. While this is much lower than what the old doctor buff provided, it is inline with the new system.

Message Edited by ArthurDentOnBria on 05-02-2005 02:48 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Mon May 02, 2005 2:54 pm
#2

There are some other ones of interest. Keep an eye on the CH forum for those.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


AyaOnane
Mon May 02, 2005 2:55 pm
#3


Answer:
The resources in the enhancers should have been mirrored to use the old doctor resources. A high level enhancer should give you a 20%-30% enhancement to the skill being used. While this is much lower than what the old doctor buff provided, it is inline with the new system.


Arthur, does this mean that the resources are too high on the current recipes? or that they're right?

Thanks for following up with Devs .. even ife we get vague responses.



* * * Aya Onane, Kettemoor Galaxy * * *
Pistoleer, Creature Handler, Bio-Engineer
The Phantom Legion
NyghtsSecond
Mon May 02, 2005 3:01 pm
#4

Huzzah! for Arthur. Great job.


Now, on a more realistic note. I have never felt that a vendor is being 'kind' to me by answering a question about their product, especially if seems the product is not functional or not functioning correctly.


And basically the answers are: #1. yes we know it's broke, #2 we don't think this is broke, and #3 Are you sure this is broke? I would have felt a small bit better if the answers to questions 2 and 3 had been the same as #1. Ah well.


Thanks again for the update Arthur.






----------------------------------------------------------------------------------------------------------------------
"you're making the game for your audience, not for yourself." - someone important...
I am the audience.
ArthurDentOnBria
Mon May 02, 2005 3:13 pm
#5


Yes, the answers to#2 and #3 are somewhat disappointing, but at least we know that they read and comprehended the concerns. My take on this is, if we want to persue either of those issues more, we need to gather some additional "ammunition" of facts and data to support the view that they are problematic, and ideally offer a proposed solution.


That's something the next correspondent can work on



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


LloydPickering
Mon May 02, 2005 3:22 pm
#6



ArthurDentOnBria wrote:
Yes, the answers to #2 and #3 are somewhat disappointing, but at least we know that they read and comprehended the concerns. My take on this is, if we want to persue either of those issues more, we need to gather some additional "ammunition" of facts and data to support the view that they are problematic, and ideally offer a proposed solution.
That's something the next correspondent can work on





teehee...

The general consensus is that enhancers dont work...but I aggree we need to have more conclusive proof.

I am rather happy that they are working on point 1 tho...with people having access to instant stims based on level (I am assuming they can be used on pets) and a fast regen on pets mean Pet Stims will have less of a market now anyway...so Im not too worried about that.
I'll just write Pet Stims off as uneconomical like most Chef Tissues have been up until now (Expect more variety with these as hard to get resources like Domestic meat become more accessible).



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
ArthurDentOnBria
Mon May 02, 2005 3:27 pm
#7

no, the "regular" stims cannot be used on pets, if you have medic/doctor/cm skills you can use all those heals on pets, but the stims are strictly for use on yourself and nothing else.




LloydPickering wrote:

with people having access to instant stims based on level (I am assuming they can be used on pets) and a fast regen on pets mean Pet Stims will have less of a market now anyway...so Im not too worried about that.





Message Edited by ArthurDentOnBria on 05-02-2005 03:27 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


lammergeier
Mon May 02, 2005 3:38 pm
#8

I'm happy to see that cloning is getting some work. I've been bugging QA on TC about the system since it was implemented... and breaking it as often as possible.

petstims? I'm less worried about them in particular, and more worried about the CH profession that uses them... if CH doesn't work, then there won't be any customers for these items. until I see what the devs have in mind for pets (which is still up in the air, based on the current CU build), I can't say whether pet-related consumables are working. the resource requirements seem ridiculous for the current product. the conversion process, sadly, hasn't treated ANY medical- or pet-related items kindly... which I think is a seperate issue for AviStetto et all to attend to.

the enhancers? I'm not totally convinced that the doc/CM skill mods are working correctly with certain abilities. consumables (in this case, enhancers) seem, again, to be just PART of the problem.

cheers, Mr. Dent. you're STILL doing a great job as a retired correspondent. my application is in (as is lloyd's, I hear), so now we'll all just wait to see who gets your office.

you DO have an office, right?



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
PlainWhiteSocks
Mon May 02, 2005 3:53 pm
#9

Thanks Arthur for keeping us up to date in this stuff. Even in retirement you're an effective corr.



1) Cool. I suspected as much, but it's good to hear it from the dev side of the table.


2) For the pet stims if they just put the timer down to 30seconds the stims might be worthwhile to use. We'd theoretically sell more of them too.


3) With the huge jump in resource collection I don't see a big problem here. Prices will eventually stabilize at a lower rate.



Corbis
Kauri
Ex-Master Bio-Engineer
Spazzers
Mon May 02, 2005 4:08 pm
#10

Pet crafting is what I do. It's always been a lot of fun and allowed me to explore and adventure while I was crafting. No other crafting profession allows this. So, to point 1, I can say with evidence many CL10 uber pets crafted before the CURB still work as do the 1/0 blurrgs that were made long ago before the original BE revamp. These pets are MUCH better than the creature handler animals that were respec'd by the CURB.
I watched an uber CL10 veermok help a padawan take out krayts in the graveyard over the weekend. The veermok took nearly no damage at all and what damage it did take regenerated so quickly there was no need for pet stims.


When I saw the requirements for the medical enhancers on test I nearly laughed myself to death. I wrote those off as not worth the effort. Having to craft 27 subcomponents for some of the enhancers just to add a 20% boost isn't what I would call adding fun to the BE profession.



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"
lammergeier
Mon May 02, 2005 4:11 pm
#11

another issue, which is only incidental to the BioE profession:

do SEA's, tissues, etc, still cap effectiveness at +25?

the general skillmods were uncapped... but skillmod enhancers? haven't heard good data to confirm or deny this, nor a dev comment.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
ArthurDentOnBria
Mon May 02, 2005 4:24 pm
#12

Check out the tailor forum for the answer to this one





lammergeier wrote: another issue, which is only incidental to the BioE profession: do SEA's, tissues, etc, still cap effectiveness at +25?




Message Edited by ArthurDentOnBria on 05-02-2005 04:34 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


lammergeier
Mon May 02, 2005 5:18 pm
#13


ArthurDentOnBria wrote:

Check out the tailor forum for the answer to this one


lammergeier wrote: another issue, which is only incidental to the BioE profession: do SEA's, tissues, etc, still cap effectiveness at +25?

Message Edited by ArthurDentOnBria on 05-02-2005 04:34 PM





I'm thinking sneakier than THAT... ie: can tissues stack with SEA's? still... it's good to know that

1) we didn't have to waste one of our questions to get this answered.
2) this was answered (in part).
3) correspondent/dev communication is still happening.

edit: also... no fair! the tailor thread wasn't posted until after I asked the question!

Message Edited by lammergeier on 05-02-2005 08:19 PM



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Page 1 of 3
Previous Next