Bio Engineer Archive

Thread: Chat Log: some new light shed on some old CU questions

ArthurDentOnBria
Thu Apr 14, 2005 10:34 am
#1

For those that missed it, the chat log is here.


A few of the items that may be of interest here:






Brannoc - *|DKP|RoughRyder* How is the skill point respec going to work when the curb goes live?


Keldarin - We are trying to make the skill respec as fair and balanced as possible. You will be able to switch around any of your combat related skills, though we are trying to keep Novice skill points only tradeable for Novice skill, Elite skills for Elite skills, etc.


Brannoc - *RRR187* How will crafters place harvesters on planets now, since creatures kill low level characters so quickly?


Helios_SOE If you wish to gather resources in dangerous areas, you should either get a PSG or you could also hire some other players to protect you in the wilds.


Brannoc - *Ludo* Considering the dramatic changes the CU brings, how much freedom will be given to veteran players to change their templates, skills, or even species?


Rogue_5 - When Combat Upgrade goes to the live servers, veteran players will have the ability to "respec" their character. Players will be able to modify their skills to try out different roles for a period of time before being having to commit to a new template.


Brannoc - *Sortileger* When will we be able to test the bio-engineer abilities?


Chrysalide - Bio-engineer cloning will be available for testing soon. The rest of the BE abilities should be ready for testing right now.

Message Edited by ArthurDentOnBria on 04-14-2005 10:35 AM



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%


Dag_Benhameen
Thu Apr 14, 2005 1:52 pm
#2

Hey Arthur, I have one really big concern about the respec that maybe you can take up with the devs. Due to the nature of the CU it looks like crafter/combat hybrids will be severely nerfed. I've always enjoyed soloing, but as MTK/MBE it went beyond that because it was always feasible for me to collect my own resources. OK, post CU I understand that even the highest lvl character (double master combat elites) won't be able to solo all the creatures in the game anymore. Fine, but that mean that if I'm a hybrid I'll effectively be cut off from a whole lot more since I'll be half as effective w/ only one elite combat profession. Well not only do I still want to be reasonable effective for harvesting, but just on a general level I'd like to be able to have access to all the high end content everyone else is (I have no problem grouping to do it) and not be at a severe disadvantage when it comes to weapon and attack choices, damage and overall usefullness to my group. So I'd be willing to shuffle skills, dropping most of merchant so I can make room for BE on my crafter only toon (feasibly ONLY because I don't make creatures so he doesn't have to go out in harms way to sample DNA) and getting a second elite combat profession for my fighter.


With the current respec plan that means I'll be forced to actually grind BE on my wookiee *and* grind the second combat profession since my BE skillpoints spent won't translate to combat skills. I'm certain that I'm not the only crafter/combat hybrid who will be facing issues like this. I think it's very very unfair to limit the recert to only combat related professions since the CU *will* affect all professions. I'm not a power gamer, hate grinding and lately have less and less time to playand I don't know if I have the heart to spend the months it may take me to get back to where I am now.



------------------------------------


Chaka - Elder Merchant/Elder Tailor/Elder BE
Tredo Eiteinawo - "Officer"

Visit the Museum of Historical Fashion at scenic Enik's Plateau, Lok 4820 x 4891 - about 2k NE of Smugglers Luck (Sunrunner)
ArthurDentOnBria
Thu Apr 14, 2005 2:38 pm
#3

100% agreement from me on this Dag. I'll do what I can to get that across.




Dag_Benhameen wrote:

I think it's very very unfair to limit the recert to only combat related professions since the CU *will* affect all professions.








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%


Rogue1970
Thu Apr 14, 2005 2:39 pm
#4






ArthurDentOnBria wrote:

For those that missed it, the chat log is here.


A few of the items that may be of interest here:







Helios_SOE If you wish to gather resources in dangerous areas, you should either get a PSG or you could also hire some other players to protect you in the wilds.






He neglected to mention that PSGs DO NOT protect you from Kinetic damage - the main attack of PVE creatures (altho some of them seem to be hitting with 'Energy' now - like those nasty 'Electric Butterflies' hehe). I know BEs get an armor cert, but it doesn't do much good when our main sampling targets hit for 1500-3500dmg instantly on aggro - no delay.


Any chance BE 'Sampling' trees could give us some Combat Level, and in effect more Health?




YEZ & GNOINTREPID
Ace Pilot 12pt/17pt/17pt ELDER
Bounty Hunter Master Shipwright

YezStar ShipYards @
Fayth, Corellia Mall
3400 -5825

BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

ArthurDentOnBria
Thu Apr 14, 2005 2:52 pm
#5

The dna sampling issue is huge for us right now, and I and other members of the CU team have brought this up a lot of times. My suspicion though is that simply giving us a high combat level wouldn't work, because then that would have lots of combat ramifications. It seems to me that either the combat level they grant us would be too low to do much good (i.e. does it really matter whether we're level 1 or level 30 when we're sampling a level 60 creature?) or it would be so high that it would create a big imbalance for combat (i.e. combat people would be grouping with bio-engineers and then going off and solo-ing these behemoth creatures).


So I dunno what the solution to this is, but I realize that the situation is unworkable as it exists today.





Rogue1970 wrote:


He neglected to mention that PSGs DO NOT protect you from Kinetic damage - the main attack of PVE creatures (altho some of them seem to be hitting with 'Energy' now - like those nasty 'Electric Butterflies' hehe). I know BEs get an armor cert, but it doesn't do much good when our main sampling targets hit for 1500-3500dmg instantly on aggro - no delay.


Any chance BE 'Sampling' trees could give us some Combat Level, and in effect more Health?










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%


Rogue1970
Thu Apr 14, 2005 6:09 pm
#6

I don't think it would be seriously unbalancing if we got some Combat Level for the Sampling tree - after all in effect, we are forced to be in the wild to do our profession - we should have some defensive bonuses.


Anyone suggesting we group to sample is a tad off their rocker, as I'm sure you realize. Who would want to group with a BE to follow them around for 3 hours and watch them sample, avoiding all aggro at the same time - hehe. Our job isn't exactly very entertaining to others.


I realize we can and do have other professions - my BE is a MCH too, so I'm not terribly worried - but in all fairness, I'd like to be able to protect myself while sampling a Mutant Rancor.....



YEZ & GNOINTREPID
Ace Pilot 12pt/17pt/17pt ELDER
Bounty Hunter Master Shipwright

YezStar ShipYards @
Fayth, Corellia Mall
3400 -5825

BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

Aleskander
Thu Apr 14, 2005 6:41 pm
#7






Rogue1970 wrote:

I don't think it would be seriously unbalancing if we got some Combat Level for the Sampling tree - after all in effect, we are forced to be in the wild to do our profession - we should have some defensive bonuses.


Anyone suggesting we group to sample is a tad off their rocker, as I'm sure you realize. Who would want to group with a BE to follow them around for 3 hours and watch them sample, avoiding all aggro at the same time - hehe. Our job isn't exactly very entertaining to others.


I realize we can and do have other professions - my BE is a MCH too, so I'm not terribly worried - but in all fairness, I'd like to be able to protect myself while sampling a Mutant Rancor.....






It would be nice. I don't bother to wear armor now....no fighting skills, just a prayer the buffs don't run out and I can get on the bike Doesn't work that very often tho



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
LloydPickering
Thu Apr 14, 2005 6:49 pm
#8

One solution would be to enable us to turn on 'sampling' mode. this would enable us to decrease dmg taken, however we would not be able to use *any* attack while this mode was enabled, nor would we be able to group. (special BE moves to lose aggro without running away may be useful...like the jedi skills that allow aggro transfer)

We get the DNA, Devs don't get an unbalance with high level BEs grouping with others to get xp.

The devs have to acknowledge that we need to get near some pretty nasty creatures to get good DNA...and therefore we need to be able to survive encounters with those pretty nasty creatures.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
Dag_Benhameen
Thu Apr 14, 2005 7:06 pm
#9






ArthurDentOnBria wrote:
100% agreement from me on this Dag. I'll do what I can to get that across.







Thanks Arthur, I'm hoping the other crafting related correspondents will be doing the same.



------------------------------------


Chaka - Elder Merchant/Elder Tailor/Elder BE
Tredo Eiteinawo - "Officer"

Visit the Museum of Historical Fashion at scenic Enik's Plateau, Lok 4820 x 4891 - about 2k NE of Smugglers Luck (Sunrunner)
Halthron
Thu Apr 14, 2005 7:59 pm
#10


LloydPickering wrote:
One solution would be to enable us to turn on 'sampling' mode. this would enable us to decrease dmg taken, however we would not be able to use *any* attack while this mode was enabled, nor would we be able to group. (special BE moves to lose aggro without running away may be useful...like the jedi skills that allow aggro transfer)

We get the DNA, Devs don't get an unbalance with high level BEs grouping with others to get xp.

The devs have to acknowledge that we need to get near some pretty nasty creatures to get good DNA...and therefore we need to be able to survive encounters with those pretty nasty creatures.



Or perhaps a short term level buff when sampling. In much the same way that an experienced person shoeing a horse can casually deflect a kick that would send other people to the hospital, BEs could get a bonus to their level, activated when they sample. Say a 1 minute buff of 30 levels, or something.

Message Edited by Halthron on 04-15-2005 06:00 AM

LloydPickering
Fri Apr 15, 2005 2:02 am
#11



Halthron wrote:

LloydPickering wrote:
One solution would be to enable us to turn on 'sampling' mode. this would enable us to decrease dmg taken, however we would not be able to use *any* attack while this mode was enabled, nor would we be able to group. (special BE moves to lose aggro without running away may be useful...like the jedi skills that allow aggro transfer)

We get the DNA, Devs don't get an unbalance with high level BEs grouping with others to get xp.

The devs have to acknowledge that we need to get near some pretty nasty creatures to get good DNA...and therefore we need to be able to survive encounters with those pretty nasty creatures.



Or perhaps a short term level buff when sampling. In much the same way that an experienced person shoeing a horse can casually deflect a kick that would send other people to the hospital, BEs could get a bonus to their level, activated when they sample. Say a 1 minute buff of 30 levels, or something.

Message Edited by Halthron on 04-15-2005 06:00 AM





The problem is that would give BEs a 60 second massive advantage in combat...BE would become the combat FOTM

We need to find a way to get near creatures without dying instantly, while also not making us some uber combat template.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
metalbard
Fri Apr 15, 2005 3:37 am
#12

Ok this is an easy fix if they are willing to work with it. We are Bio-Enginers right? We colect DNA and make Uber stuff from it. So lets take something that is already in game alt it a little and wella The CM's have DOT stims that can efect a target or a range of targets. So we as BE's Get as part of the sample tree the ablity to make a ranged CM style Stim that we craft that alows BE's To "use Bio warfare" on the target. A sucsessfull roll (should be at least 85% for MBE) reduces the targets combat skill = to our own (BE combat skill is 25 target mob is50 sucsessfull use of "biobomb" reduces target combat skill to 25 failure increses it to 65.5)so if it does go agro we at may still avoid that free trip to town via the cloner. A fail should create instant agro and give the little criter a 25% bonus to skill. The boost stays on the little monster unill it is killed or the next resorce shift which ever comes first. After all if someone runs across our new little monster shouldn't they have to pay the price of our "little mistake?"



EMP Master Smugler Radiant
Aleskander
Fri Apr 15, 2005 4:24 am
#13






metalbard wrote:

Ok this is an easy fix if they are willing to work with it. We are Bio-Enginers right? We colect DNA and make Uber stuff from it. So lets take something that is already in game alt it a little and wella The CM's have DOT stims that can efect a target or a range of targets. So we as BE's Get as part of the sample tree the ablity to make a ranged CM style Stim that we craft that alows BE's To "use Bio warfare" on the target. A sucsessfull roll (should be at least 85% for MBE) reduces the targets combat skill = to our own (BE combat skill is 25 target mob is50 sucsessfull use of "biobomb" reduces target combat skill to 25 failure increses it to 65.5)so if it does go agro we at may still avoid that free trip to town via the cloner. A fail should create instant agro and give the little criter a 25% bonus to skill. The boost stays on the little monster unill it is killed or the next resorce shift which ever comes first. After all if someone runs across our new little monster shouldn't they have to pay the price of our "little mistake?"






I can see it now, all the pretty little butterflies and the cute bunniesoutside Coronet....do the Dr Jeckel/Mr Hyde thing...level 65 durnies



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
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