Bio Engineer Archive

Thread: Bio Engineer: Top Issues/Fixes

Nimhnoid
Mon Oct 24, 2005 2:21 pm
#1



I saw that the list of what the players are looking for was very outdated and might need to be updated some. So lets compile a list of the 5 major aspects of BE. I will check all replies to this thread and update this main post to show the BE concerns.

When you reply please post under what section your suggestions/fixes should be listed under. This will just be a list of things that the players want added/fixed for our profession.

PetCrafting


  • Pets can be created above useable levels

  • Lack of Mask Scent abillities cause for a quick death when sampling dangerous planets

  • Energy protective armor does not allow for easier sampling.

  • size issues for mounted and non mounted creatures

  • Deeds not reflecting what the final pet will be

  • Crafting caps do not reset to make the creature usalbe (ie: damage)

  • Color Issues for certain creatures crafted

Med Crafting


  • Entertainer specific buffs do not effect this BE section of crafting

  • Doctor Enhancers have no real value but a small extension of duration

  • Herbivore meat does not follow normal cap rules like all other resources. The PE is counted as 1000 cap not 700 which is its true cap

  • Enhancers for meds need to enhance the buffs not lower the power. (Spider Venom and Rancor Bile)

Chef Tissue Crafting


  • Entertainer specific buffs do not effect this BE section of crafting

  • Secret Research Data does not exist (create or remove)

Tailor Tissue Crafting


  • Entertainer specific buffs do not effect this BE section of crafting

  • Useless and obsolete tissues are still craftable (remove or make worth crafting)

Base Busting


  • Lack of combat skills make this job difficult

  • Low CL makes for a faster death

Message Edited by Nimhnoid on 10-26-2005 02:31 PM



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Ojes
Mon Oct 24, 2005 2:50 pm
#2

In the med crafting section, I disagree with the resource hog comment about enhancers. The amount of resources required does carry some sticker-shock with it, but it is a way to limit the number of them being crafted. I don't really have a problem with it. They all have huge numbers of charges, so the prices you typically get for them are easily justified.


I would like to see a list of medical subcomponent loot replacements and whether they are worth using or underpowered:



  • aBEC - Janta Blood - seems fine to me (except singles seem to be useless)

  • aLS - Enhanced Liquid Suspension - seems fine to me (except singles seem to be useless)

  • aCRDM - <unknown>

  • aSDS - <unknown>

  • aIA

  • aRC

  • aDM

Not really even sure what the aIA, aRC, and aDM replacements are (rancor bile and spider venom, but not sure which is which since they are not viable). If someone can complete the list it would be helpful.



  • Herbivore meat does not follow the 'stat capped' resource rules. PE is capped at 700, but is treated as if there is no cap when making aCRDM. Not a huge issue, but the rules should be consistently applied.

Chef Tissue Crafting



  • Secret Research Data does not exist - lol, I know this will not be addressed, but it should probably be on the list

Tailor Tissue Crafting (I personally don't see anything wrong with the crafting of these, but there are a few of them that are broken or obsolete)



  • Enhanced Myoflex -obsolete (should probably be simply removed)

  • Crystalization Circuitry - reportely broken

  • Scent Neutralization - I have heard broken

Perhaps the usefulness of the tissues is actually a Tailor issue, but cleaning up obsolete products would prevent much confusion.






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Nimhnoid
Mon Oct 24, 2005 2:55 pm
#3

agree with the resource hog statement. I feel the same way, but I have seen a nice chunk of people have a problem with it on these forums, only reason its listed. But I do feel that the amount of resources used is justified.

adding other comments to the list above now.



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Dorelli
Mon Oct 24, 2005 3:23 pm
#4

And I disagree with the pet crafting issues. These are not the big ones. I need some time to put together what I think is most important but off the top of my head:



  • non-mountable size issue of BE non-CH mounts

  • size issues in general

  • loss of ranged from DNA

  • deeds not reflecting what the final pet will be

  • damage over 499 making pets not valid - WELL after they have been tamed and started working with

Nice to have but not game breakers:



  • loss of special from DNA (we should be able to craft in custom innate specials imho)

  • loss of colors from certain animals

This space reserved for a more thoughtful answer...


Dor






Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Nimhnoid
Mon Oct 24, 2005 3:41 pm
#5

perfect Dor, just what I wanted to see.

But just for personal reference could you explain the Loss of Ranged and Specials from DNA a bit more.

Are you just talking about the information not transfering over to the crafted pet? IE: No specials and Ranged.

Or is it more the type of DNA used determines the ranged and specials the creatures have?



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Dorelli
Mon Oct 24, 2005 4:43 pm
#6






Nimhnoid wrote:
perfect Dor, just what I wanted to see.

But just for personal reference could you explain the Loss of Ranged and Specials from DNA a bit more.

Are you just talking about the information not transfering over to the crafted pet? IE: No specials and Ranged.

Or is it more the type of DNA used determines the ranged and specials the creatures have?





We used to be able to sample a ranged animal ... the ranged modifier would come thru on the DNA ... good BE's would know which slot to put it into to get the ranged attack to stick onto the animal.


At the present time, the only DNA with ranged attack is legacy DNA. It simply doesn't come thru into the DNA anymore. I do not know if this is broken or disabled on purpose. If you use legacy DNA with ranged attack it will give the pet ranged attack. So this needs explaining.


The special attacks were taken out with the new pet crafting system of publish 17. No animals had specials at that time and we were eager to see what they (the devs) would come up with when the specials were put back into the game as they promised they would. Well, at the current time, specials have now become the domain of CH's which is OK with me b/c it makes CH a lot more rewarding as a profession.


However, BE pets are handicapped in that they open up less ability slots than wild tames and also they do not come with an inate ability. If we could sample DNA and get the same (possibly) random specials on the same frequency as CH's see when they tame, then we BE's could also play a mini-game of trying to get the right special in the correct DNA to craft wonderful custom animals with custom special innate attacks which is what we used to have. I don't expect the devs to let this happen but it would make BE pet crafting a whole lot more fun and challenging if they would. We lost specials for DNA ... I don't expect them to come back but I would argue that it would be good if they did - therefore on my list of nice to have.


Dor





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

OddWan
Mon Oct 24, 2005 4:48 pm
#7

I have made pets using ranged DNA since CU and though deed says ranged pet - this does not work when pet is commanded. So in effect - we can make but it will not stick.

Size issues are important for some CH. It is getting difficult to have a high level pet and be accepted into a group due to its size. Some way of limiting size growth without affecting cl would be good for those who want to use this.

Stats not remaining as experimented or created in deeds should also be an issue. If the stats are going to be averaged out automatically when tamed - then we shouldn't need to have the slot there to put dna into. Or - better still, we experiment and they STAY as we create them! A lot of effort goes into this part, both in the hunting of dna and the placing of it.

I have not been BE long so these are only the issues I have found bugging me the most.




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Nimhnoid
Mon Oct 24, 2005 9:19 pm
#8

thanks for the explinations and input. Will edit the post when I get to work tommorrow.

My wife jacked up both mozilla and ie at home so I cant go into the graphical editor to change the post.



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DrendalKahn
Tue Oct 25, 2005 1:32 am
#9







Kaomond wrote:





Nimhnoid wrote:





  • Deeds not reflecting what the final pet will be This is an issue, but a fairly minor one as by now most BE's and are actually using it to their advantage to boost other stats.

Message Edited by Nimhnoid on 10-24-200503:39 PM









Yeah, I might be careful for what I wished for on that subject, lol.But it does kinda dull down crafting a bit. =/



DRENDAL KAHN


Cindal
Tue Oct 25, 2005 3:41 am
#10

Anyone notice that DNA seemed to be off last night? Recipes seemed to not be working correctly for me or perhaps I was using to high of a quallity. LOL, I never look at quality but only at the stats I need.



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LuCha
Tue Oct 25, 2005 7:19 am
#11







Kaomond wrote:





Nimhnoid wrote:






I saw that the list of what the players are looking for was very outdated and might need to be updated some. So lets compile a list of the 5 major aspects of BE. I will check all replies to this thread and update this main post to show the BE concerns.


When you reply please post under what section your suggestions/fixes should be listed under. This will just be a list of things that the players want added/fixed for our profession.




PetCrafting




  • Pets can be created above useable levels Not an issue, this is designed this way so we can make generational creatures. HUGE ISSUE!!! CHs can now use lvl80 pets and we can NOT sample them or any over shots. 70 was max for CH with 75 max for BE, now its 80 for CH and still 75 for BE.

  • Pet Stims converted way below what anyone can sell/use Was an issue when it happened but that was so many months ago i'm surprised if anyone has any pre-cu left over. /agree. preCU anything is... feh. just make new ones.

  • Lack of Mask Scent abillities cause for a quick death when sampling dangerous planets this might be fixed when they change ranger.... *holds breath*

  • Energy protective armor does not allow for easier sampling. true, but tbh... armor isn't going to help a lvl18 BE when a lvl75 aggros you. armor is a non-issue

  • size issues for mounted and non mounted creatures size is always an issue

  • Loss of ranged from DNA and other innate abilities. DNA should have some chance of having an ability, and that ability should be able to be passed on to an exceptional BE crafted pet. It would be nice if ranged was back in the BE ability pool, but tbh... ranged attacks on pets are nerfed anyway so its almost better that we don't have it. /shrug (minor issue)

  • Deeds not reflecting what the final pet will be This is an issue, but a fairly minor one as by now most BE's and are actually using it to their advantage to boost other stats. still, the deeds should reflect what the final product is, not what a BE is able to cheeze to take advantage of the way the CL system works.

  • Crafting caps do not reset to make the creature usalbe (ie: damage) pets that can be tamed then are invalid on calling them a second time are a CH problem, but worth mentioning here. *note* a CL indicator somewhere in the crafting thing would be really nice. /sigh

  • DNA determines the type of specials if any the creatures have Wrong, the CH determines the type of specials that BE pets have now, they learn them from wild pets and then train them to BE pets, BE pets do not have specials of their own at all. but they used to, and it would be nice to have it back along with ranged attacks (see note above)

  • Color Issues for certain creatures crafted Yes, but the only issue i have had is with the doggy lookng one (can't remember the name).veermoks also loos their color upon taming. a real list of what pets lose their color would be handy.


Med Crafting


  • Entertainer specific buffs do not work Entertainer Buffs DO work, they are only designed to effect pet crafting, it was decided by the devs that only pet crafting should be effected, maybe the issue should read more - we should be allowed to use the buffs for more than we are being allowed to use it for now. /agree. the buff works but not for what we really want it to work for.

  • Doctor Enhancers have no real value but a small extension of duration no value is more like it

  • Enhancers are resource hoggs this wouldn't be an issue if they were worth using.

  • Herbivore meat does not follow the 'stat capped' resource rules. PE is capped at 700, but is treated as if there is no cap when making ACRDM. true, but shouldn't be a BE complaint. this is a general ingame bug.


Chef Tissue Crafting



  • Entertainer specific buffs do not work Entertainer Buffs DO work, they are only designed to effect pet crafting, it was decided by the devs that only pet crafting should be effected, maybe the issue should read more - we should be allowed to use the buffs for more than we are being allowed to use it for now.

  • Secret Research Data does not exist Was never inmplemented and probably never will, the issue is not it does not work, the issue is that we have a 'ghost' in our crafting UI that needs removing, not really top issue material imo. /agree. Or maybe they should let the secret out


Tailor Tissue Crafting




  • Entertainer specific buffs do not work Entertainer Buffs DO work, they are only designed to effect pet crafting, it was decided by the devs that only pet crafting should be effected, maybe the issue should read more - we should be allowed to use the buffs for more than we are being allowed to use it for now.

  • Useless and obsolete tissues are still craftable i believe there was a nice thread here for a while with all kinds of interesting ideas for what to do with myoflex




Base Busting





  • Lack of combat skills make this job difficult please don't start asking for combat skills...

  • Low CL makes for a faster death true, all the more fun. and bonus frequent flyer miles on Cloner Air


Message Edited by Nimhnoid on 10-24-2005 03:39 PM





To be really honest, there is much here that may be wanted but really aren't top issues or are dev decisions that they will bevery unlikely ever to change, i ohave commented n these ones and the ones i have not commented on arfe what i agree with.








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Nimhnoid
Tue Oct 25, 2005 9:45 am
#12

updated the list, removed a few as they are really not issues ment for BE. Also revised a few.

Just working on getting an updated list together here. All input is considered and reviewed by all BEs here.

If you have more to add please let me know.

Really looking for more input on Base busting if anyone has any. If not, then we will just remove the catagory. Just seems that BE is forced into combat both in sampling and base busting, might as well be able to at least defend one self. But if it isn't an issue then no worries.

Thanks for all the input i will keep updating as more ideas come out. Then when the new BE correspondent takes over he/she will have something to work with.



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Ojes
Tue Oct 25, 2005 10:24 am
#13

I would disagree about removing the herbivore cap issue from the med crafting area. It is true that this is a general issue, but if we don't say something who will?


Perhaps I do not know enough about the other crafting professions. Are these kinds of gaps in the application of stat cap rules popping up in all professions? If so, where should these be reported? I don't know that there is any 'Generic Crafting' forum with its own correspondent, so I would think it has to be brought up by the crafting correspondents as it relates to their own profession and then perhaps the various corrs could consolidate the issue.


Don't get me wrong, I think there are plenty of other things I would like to see fixed about BE before they look at this gap. I just don't see who else's list it belongs on.



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