Bio Engineer Archive

Thread: Hot Issues

NancyJ
Mon May 24, 2004 9:20 pm
#1

Ok, pet validity and overpowerpets aside are there any other hot issues that you want me to ask about?




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Kevie
Mon May 24, 2004 9:32 pm
#2


this may seem like a personal thing..... but nutrient enhancers are the highest-selling chef supplements..... and they take the most generic resources
similar to armorsmiths and padded taking naboo wooly and composite taking any wooly hide, why make it if it's not as popular and you can use anything?
i've never made any mass-reducers because of the domestic meat component..... i've never been able to get enough to produce any sizable amount
i gathered enough wild meat for several hyper yeast runs and have not sold any at all, but my nutrients sell like hot cakes


also the problem with schematics...... it seems to be the next big thing for hologrinders to whore themselves out and sell schematics for chef supplements to people....... i would like the trading of schematics looked at.... perhaps limit it to schematics you could make in your current professions (could even be at a higher level from where you are currently)
this also leaves open the fact that people could put schematics into a factory...... i would personally not have a problem with this at all since it would discourage people from selling schematics for 5k each if they would have to make the trip all the way out just to give it to them


and it's a long-time running but pet stim D's are so hard to make efficiently.... and even then, it's not really worth it when C's can be made almost as powerful


Message Edited by Kevie on 05-25-2004 12:33 AM




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AnakinsClone
Mon May 24, 2004 9:34 pm
#3

I'm not sure that this would be on anybody elses list, but I'd like to see something done about the critical failures. We've got 2 main combine steps, and 5 lines of experimentation. A critical failure at any one of those seven areas can completely ruin the pet you're working on. Given the nature of our materials and the difficulty in getting some of them, there has to be some kind of compromise they can work out here.



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JayceMilam
Mon May 24, 2004 9:35 pm
#4

Two words ... DNA Storage!



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NancyJ
Mon May 24, 2004 9:47 pm
#5



AnakinsClone wrote:
I'm not sure that this would be on anybody elses list, but I'd like to see something done about the critical failures. We've got 2 main combine steps, and 5 lines of experimentation. A critical failure at any one of those seven areas can completely ruin the pet you're working on. Given the nature of our materials and the difficulty in getting some of them, there has to be some kind of compromise they can work out here.





As far as the devs are concerned the issue of crit fails has already been addressed. I can try to press the issue but I dont its likely to come of anything.

As for DNA storage, again the devs have already addressed the issue in our last Top 5 Issues. I will mooch around the forum and see if the 'blood sample' suggestion was ever made and if so what the response was.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


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Galdara
Mon May 24, 2004 10:17 pm
#6

The only real problem I have is gathering fish. Mollusks aren't too fun, but you can do it with a little patience. We need some method of gathering fish in larger quantities. This is a show-stopper for me. I simply don't make 'D' stims. I've made a suggestion for fishing nets and fisheries before. Something along this line is really needed.


Farms toharvest milk and egg? I know...I'm dreaming. But hey, doesn't hurt to ask.


It would be great if DNA were better labeled...with the animals and it's CL we took it from so we don't have to examine every piece to find the one we're looking for. This isn't a huge huge deal, but it would be nice.


And I'd really like to see the CL on the DNA template as we craft it.


Would like to be able to experiment DOWN on stats instead of always raising them.


Would like to be able to take out some specials too, so other's we might want have a better chance of showing up, especially when it comes to 'ranged'. I know a lot of folks who hate pets with ranged attacks, and it can be quite the challenge to get it out. Again, not a show stopper - it can be done, just would be nice.


Would like to get flying pets. Even little song birds. Something different.


How about a wider range of color selections on pets?


Just some thoughts...
AnakinsClone
Mon May 24, 2004 10:17 pm
#7






NancyJ wrote:





AnakinsClone wrote:
I'm not sure that this would be on anybody elses list, but I'd like to see something done about the critical failures. We've got 2 main combine steps, and 5 lines of experimentation. A critical failure at any one of those seven areas can completely ruin the pet you're working on. Given the nature of our materials and the difficulty in getting some of them, there has to be some kind of compromise they can work out here.







As far as the devs are concerned the issue of crit fails has already been addressed. I can try to press the issue but I dont its likely to come of anything.

...



Hence my soon to be retired state. It's just too painfull trying to complete an order that requries Mutant Rancor dna, only to have a critical failure.Let alone twice in the same session while stuffed full of port...

It's too much to consistantly lose hours of work due to the system deciding I suddenlydon't know what I'm doing and give me a critical failure.


Maybe the 5% chance of a critical failure (or whatever it is) could be applied for the entire process, and not for each of the 7 (or more) steps.



Kuma's Pet Shop - Closed forever...
Galdara
Mon May 24, 2004 10:19 pm
#8

Aack! I'm really sorry about the triple post! I got the 'you must be logged in' thing repeatedly. Don't beat me! Wasn't my fault. honest
SomeUser
Mon May 24, 2004 11:36 pm
#9



(The ones in red are my top picks)



  • Schematic trading

  • rare resources (fish, certain types of meat)

  • crit fails

  • DNA storage

  • [secret] research data (for chef schematics)

  • new skins (like bird skins)

  • display of CL as you are crafting a creature

  • certain colors not sticking on clones (I think kimas and rancors have this)

  • no graphics for ranged attacks on clones that dont have a ranged version

  • skills tapes for BEs

  • new loot BE schematics from dungeons

  • mast scent breaking too often while sampling

  • new high level creatures to sample from

  • ability to convert grown pets back into deeds

  • lootable UbEr DNA (sorta like what krayt tissue is to WS.. maybe allowing for AOE special to x-fer)

  • more tissue bonus for tailor cloth (current selection is kinda small)


Well these are some off the top of my head. Anyone else?

Message Edited by SomeUser on 05-25-2004 01:38 AM





Vezek


dulee
Tue May 25, 2004 1:11 am
#10

I too would like to see a wider range of enhancements available for tailor tissues.


And also be able to see the creature name on dna samples without having to click them. It is very tedious trying to find a sample among the dozens and dozens I have stored in my house!


MarkiasAklar
Tue May 25, 2004 3:52 am
#11

I would love to see creature type on the name of DNA samples, it would make it so much easier to find what you want, instead of having to store the separate types in individual bags...


Also i believe the CL during experimentation is a MUST HAVE...





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Aynianu
Tue May 25, 2004 6:41 am
#12

Only4 things i wouldlike as far as the proffession goes (im still happy with the creature changes made half a year or so ago )


1: CL issues, it would be nice if there was a CL on the stats window 'during' experimentation, so you can know how far to experiment and its easier to stay under certain margin's


2: Skins, Id love some morecreature skins such as snakes, and birds and such.


3: Additional Tissues for Tailoring, a lot of new modifiers would be nice.


4: This is a new idea i think, but if there was a '6th' slot on creature makup which was an optional slot for loot components (like +10% kinetic resisttissues, or such) it would add a nice new dimension to things

Kevm
Tue May 25, 2004 8:54 am
#13

My list:



  1. CL displayed during the experimentation process for the template we are making. (knowing that this may change if we put a low CL template into a skin with a higher min CL)

  2. Loss of DNA/Template on critical failures. If Architects can keep subcomponents during a crit fail why can't we keep the template during a skin combine failure?

  3. Blood sample idea for limited DNA storage

  4. Creature name as part of the DNA item name (i.e. High Quality Mutant Rancor DNA Sample)

  5. Additional tissues for tailors. Some examples: harvesting bonus, tracking bonus, defense vs ranged, defense vs. fire (flame retardent tissues), etc.

  6. More creature skins/creature colors (maybe even some skins that aren't available in the 'wild')




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