Bio Engineer Archive

Thread: Experimentation Changes as it relates to the Bio Engineer

DarkJurai
Fri Mar 12, 2004 8:22 pm
#1

They say the formula is going to be based on current, maximum possible, and a percentage of the total change. People have said what that basically means is, each point is ten percent of maxing a stat... so as master, you can use all your points to max one stat out. For stims, that means people will spend all their points in power, and wont have the two points left over for charges. Basically it hurts all around. But..

In regards to a bio engineer- all our tissues only have one stat. so we max them out like we always do, no big deal. Stims really wont be affected too much, all it means to me is, one less charge per petstim C. but the kick in the balls, creature templates. When once it took 3 points to max physique, and you could then max mental and get aggression as high as possible. With these changes, if it works the way it does with all the other professions (and logic says it will), then that means we will be spending ten points to max out physique. zilch, on every other stat. theyre all pure DNA. cap that with the fact that we dont have any SEAs... does this frustrate anyone else as much as it does me?

I realize theres nothing we can do about it, i just wish it wasnt gonna hurt creatures so much.
Craigins
Fri Mar 12, 2004 8:36 pm
#2

Thats what it sounds like to me as well. Specially since to get light armor you have to get fortitude above 500, how many points is that going to take? I really wonder how they are going to apply this to creatures since there is no easy formula like the other crafting(66% oq 33% pe) etc.



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loomis001
Fri Mar 12, 2004 10:10 pm
#3


this change wont effect clones at all. because clones dont use resource quality likeother stuff we makeyou can quote me on this, this only effects stims/tissus for us ...btw it takes 3 points to get 500 fort if you dont fail

Message Edited by loomis001 on 03-12-2004 09:11 PM

Message Edited by loomis001 on 03-12-2004 09:13 PM



Member of the inqusitor of the Imperial Navy, imperial dark jedi
DarkJurai
Fri Mar 12, 2004 10:17 pm
#4



loomis001 wrote:
this change wont effect clones at all. because clones dont use resource quality like other stuff we make you can quote me on this, this only effects stims/tissus for us ...btw it takes 3 points to get 500 fort if you dont fail

Message Edited by loomis001 on 03-12-2004 09:11 PM

Message Edited by loomis001 on 03-12-2004 09:13 PM





the chage is based on experimentation in addition to resource quality. clones do use resources- the stats on samples are much like stats on the resources you use. but i am referring to how it will effect the experimentation of clones. it will most definatly change them, i am sure of it.
Smonkey
Fri Mar 12, 2004 10:23 pm
#5






loomis001 wrote:


this change wont effect clones at all. because clones dont use resource quality likeother stuff we makeyou can quote me on this, this only effects stims/tissus for us ...btw it takes 3 points to get 500 fort if you dont fail

Message Edited by loomis001 on 03-12-2004 09:11 PM


Message Edited by loomis001 on 03-12-2004 09:13 PM





Ok, I quoted you on this, now please show us your data from TC to back it up.
Ko-aIri
Fri Mar 12, 2004 10:39 pm
#6

I am really hoping that it's not going to affect the creature system. It should be 100% seperate from the other crafting system, and if it does affect it we will see a dramatic decrease in the quality of upper-end clones, as well as the destruction of most current creature formulas.

When I make a high level creature, as you said I use like 3-4 points in physique, a few in aggression, and some in psychological usually. If I have to use 10 points to max physique where I had to use 3-4 before, something is DREADFULLY wrong.

Anyone on Test Center that has tried this? Tal-N? Talthazar? Anybody?



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DarkJediLady
Sat Mar 13, 2004 2:14 am
#7



There is a discussion thread in the In Testing forum by Chrysalide called "Understanding the Crafting Experimentation Changes" located here:


http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255



However, I have read that thread and I still do not understand how these experimentation changes impact the BE pet crafting system. I echoed your sentiment Smonkey in that we need to be informed of how the changes have directly impacted the pet crafting system so that we have an opportunity to voice our concerns before it is too late. The major emphasis seems to be on the other types of crafting, however, since pets are crafted in an albeit slightly different waywe are stilllikely to be affected. Any input from our correspondent or those on Test Center who are BE's would be much appreciated.



~~~~~
Karynda Shadowtide - Master Creature Handler, Chilastra
ForDee
Sat Mar 13, 2004 5:17 am
#8

What they're going to change experiamentation ?!


I don't get it... if we have to use 10 points to max out stats... does that mean we spend 10 points to max to 1000... or we have to spend 10 points to get the equivilent improvement of those three available boxes?





For 'Dee

Ap-xmasi keepuna!
Ordlander
Sat Mar 13, 2004 6:41 am
#9

10 pts spread accors whatever is worked on. How many points it takes to get stat up depends on its start. Way I see it if you have stuff that gives 50% at start, 5 pts will get it to 100. I do not see making it to 100 since that is rarer then rare but maybe it can happen with this patch. As for voicing about this in hoped for it to change. This like every other thing. They talked about it (someplace). Came up with a plan. Started it in process. Maybe let us know. But once it is started it does not stop or at least not very often. This change is going in game. It is because some voiced people fell there should be something to make it where master has more a edge and as well as getting that 1000 resource means something (like that stuff falls from the sky)


Cloning, resouces don't mean anything (for now) Been shown time and time again. Try to get same stats on same critters DNA. Use 950+ then use 100. Anything else in game, that WILL make a differance. I have been unable to tell much if any differance. Tissues is another thing all together.


Smonkey
Sat Mar 13, 2004 8:02 am
#10

Here's my biggest concern. Based on what we know from live servers, the resource side of the change shouldn't do anything to pets, the experimentation/crit fail coding very well may. Based on what we know from test - we're totally clueless. It's entirely possible that a CL2000 nasty bug could work its way into our system and we wouldn't even know it. Even if this change isn't supposed to do anything to creature crafting, code happens. We've had no information from the test center to determine what this is going to do. All we have is guesses and assumptions from what people think is going to happen. The most well informed guess from a real life bio-engineer and computer programmer is still useless when we have no idea what is actually happening on test. Rather than people posting about "this is how it should work for us", I'd much rather see someone telling us "this is how it is working".


mesome
Sat Mar 13, 2004 8:33 am
#11

Just have to wait and see I guess. /crosses fingers




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meroc
Sat Mar 13, 2004 4:03 pm
#12

I suspect itmay effect us as the clone system treats DNA as our "resource".It may well be that we are already using this system after our revamp, so the change coming up in the next publish may not actually change things for us at all.


If our system isn't using the "new" experimentation system already, then you may need to spend a lot of points to get a particular stat to the desired level.


I believe both Talthazar and Tal-N both have characters on TC, so hopefully they'll post about it soon...



Meroc

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Seshemw
Sat Mar 13, 2004 11:33 pm
#13

We are currently absolutely not counting DNA numbers as the TC crafting change treats resource numbers (such as conductivity, overal quality, etc).
Why? Because on TC, with conventional resources, the 'depth' of each box is entirely related to the numbers on the resource factored into the percentages stated on teh schematic. 50% oq/50% PE means the total depth of the bar is .5*averaged OQ and .5*averaged PE out of 1000, divided by 10. Each track shows ten boxes that can be filled.

So a single track item with one organic slot, one inorganic slot, 50% oq/50% pe, using a wheat with 500 oq, and 500 pe, and say a radioactive with 500 oq and 500 pe would give you: .5*(500+500/2)+.5*(500+500/2)=500/1000, or 50% max. The tracks would each have ten boxes, filling any given box would give you 5%. The number of experimentation points needed to fill a ten box track would be about the same as it is now (so a master will fill one track, but not much more).
If your resources had lower than 500 oq/pe, you'd still have ten boxes but filling them would give less (400 oq/pe? 40% for all ten boxes full. less? Less. Fear for the weaponsmiths who have to use iron with conductivity as the controlling resource number. Ten tracks, with a max of 10%. =/)

Since on Live, I only see two boxes for my genetic template when filled with yard trash dna, I know the system's not already live. With yard trash, if it were affecting clone engineering by the 'new' system, I'd see ten boxes that would give about 1% each (yard trash experimenting in the prowess/physique/mental slots cap at somewhere around 10%). Since I see 2, I know we're not affected by that.

It should be painfully simple to see if it's affecting us on test, by getting five frail squall samples and dropping them in a template. If you see ten boxes on all five tracks, we're screwt most likely.



--
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