Bio Engineer Archive

Thread: What are your top 5 issues?

Einnor
Wed Nov 12, 2003 12:53 pm
#118

I know this is too late to get on the list, but oh well...


1. Cloning...specifically a DATE for the implementation of the proposed changes.


2. More Tissues...at least one useful tissue for every class in the game, including BEs.


3. Rare resources.


4. Difficulty of sampling DNA...need better success rate and less agro at Master. Also give us tranquilizers to use on mobs before hand.


5. Bazaar categories (actually the whole Bazaar UI.)





Einnor of Chilastra
Imperial Staff Corporal
Noob Admiral
Zephreus
Wed Nov 12, 2003 2:34 pm
#119

1. Cloning


2.Resources - rare ones need a viable way to harvest. Also, I think the requirements for our stims are a little over the top in general - for comparison, doctor stim E require berries and fiberplast (not planet specific), whereas ours require specific planet ingredients from B on up. When you include the fact that for C's, this is a meat resource on a specific advanced planet (and thus quite difficult to acquire) it can make things very difficult, especially given the demand for them.


3. DNA containers/stacking - I am constantly filling up my packs and house with DNA that doesn't stack, and constantly having to get more is really irritating.


4. Skill costs - Although it can be circumvented in many ways, artisan is a very key component for all crafting classes, and BE is no different. I think the different ways you can specialize with BE are good for the class (CH, doctor, tailor, ranger etc), but some things, like novice artisan and basic merchant skills, and the scout exploration skills are very difficult to make do without. I don't have much hope for this one, but I think it's a good one


5. Limited market - a pet can last most CH for months; Chefs are rare and the tissues for them are too resource heavy to be useful; tailoring tissues will dry up as people get everything they need (decay might fix this one)




--------------------------------------------------------------------------
Kiso Moonflier --- Master Bio-engineer, Creature Handler
Kiso's Clones & Pet Supplies --- Moenia, Naboo (5340, -4172)
mmaughme
Wed Nov 12, 2003 4:42 pm
#120

I wanted to expand upon Item #1, Cloning. Here's a recent conversation with a customer, paraphrased...



  • "Can you make me a male kaadu?"


    • "Nope, I can only make a generic kaadu."

  • "All the kaadu I see on Naboo are either male or female. You can't make one of those?"


    • "Nope, the only kaadu I can make is a sexless, generic kaadu."

  • "How about a dewback? Can you make me a mountain dewback?"


    • "Nope, only a generic dewback."

  • "Giant carrion spat?"


    • "Generic."

  • "So no matter what I buy, it's going to be generic?"


    • "Yep."

I've had requests for bull rancors, frenzied choku, cowardly gurrecks, and any number of other commonly found variations we're unable to make. So in addition to the new clones we're supposed to be getting, I hope we can also get variations on the existing mounts. Dewbacks, mountain dewbacks, grizzled dewbacks, lesser swarming dewbacks, etc. -- for example.





Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

TennerRavenstar
Wed Nov 12, 2003 11:28 pm
#121

1) When... ... really we need those cloneing changes


2) Resources part 1: Several resources are all but impossibly to aquire, or, in terms of fish time consuming way beyond whats resonable(Fish, Milk Mollusk)


3) Resources part 2: The BE profession overall is extreamly dependant on Meat, Hide and Bone for, i belive that everyone of our schematics require a creature harvested element. This is a problem IMHO for several reasons. Its FAR more time consumeing to gather creature harvested resrouces than mining resources. Fx. With a 'maxxed out' combat char i would typically have to hunt for a full day to be able to aquire the same amount of resources a heavy harvester can extract in a day.. with little to no required interaction from the player. Futher its very hard to hire a ranger or combat class player to hunt for the resources for you, since we'd be in direct competition with mission terminals.. well mission terminals dosent have to turn a profit or pay the rent. Another example. If i need someone to hunt Dathomir insect meat for me, i would have to offer him money enough that it would be more viable for him to look for spiders and mites than it would for him to run easy to get missions that pay 25k a pop. The sum of it we either need a far more effective way of aquireing creature resrouces or we need to have the creature resource demands of our schematics dratically reduced


4) Im hearing, both on the boards and ingame, that DNA sampling has become extreamly slow, fustrating and and prone to a very large % of fails at the lower levels. While i cant confirm this personally i've seen enough comments on it that i feel its important. Same problem exists with XP from cloneing, the time vs. xp reward is askew.


5) More diffrent clotheing tissues and a overhaul of the food tissues. Currently the resource cost of the food tissues will typically make the tissue more expensiv than the food it would be added to.. with only a realativly small benifit to show for it. Additionally it seems that only a very few Chef recipts will take the food tissues.. in essance these are pretty much never used




Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
Reznik
Thu Nov 13, 2003 1:08 am
#122

1. Cloning. More pets. Different components to add different features to the pet. ie add fiberplast panels to add more armour etc


2. Cloning - Experimentation. More control over the pets. We know this is coming but dont know when


3. DNA Storage - Too many dna samples, had to delete some last night


4. Tissues - More options with a wider range of benefits.


5. Ingredients. - No so much the rareity of them but more having 15 stacks of meat, and 15 of flora structual and 15 of eggs. specially to make the tissues. I try to carry them on me to make tissues on demand.


Fish is alright they way it is, maybe not so random in the amounts your harvesting from each fish. ie sometimes i get 1 fish meat, sometimes 4 and sometimes up to 15. When you harvest meat from a land creature you getgenerally the same amount each time. Its fairly easy to catch them.


I have 2 crates of 5 pet stim D's on my vendor at the moment (37x1507).Me and a friend went fishing last night for an hour and got me enough to make another 10 stim D's.





The 4 Ass'd Bio Engineering Company - Pet Stims / Tissues / and Creatures
KinianWaylander
Thu Nov 13, 2003 8:09 am
#123

- clone line, much more variety needed


- experimentation- final combine = bugged


- more info needed especialy on psychology part


-more stats to see/experiment on, especialy resists, armor and


special attacks (next patch?)



- milk, eggs, fish, seafood etc......


Artibis
Thu Nov 13, 2003 8:37 am
#124

My top 5 Issues:


1. Cloning - the proposed cloning revisions will satisfy me, I look forward to them


2. The components to make pet stims require medical assembly experience, if they used a BE skill we would be able to make better components and therefore better stims.


3. It has been suggested that dna should be more easily stored, I agree.


4. Tissue components - Increase sources for milk, eggs, mollusk, fish (possibly provide automated harvesting means like slaughterhouse for meat, fish nets for fishing, dairy farm for milk, etc)


5. Tissue types - A much greater variety would be nice, like all of the defense vs. lines, unarmed/pistol accuracy, etc - skill mods from clothing attachments would be a great place to start.





Jexx Obo (Outer Rim Council)
Master BE / Master CH @ Lowca
BE Shop: S. of Coronet City at -179 -5740


Zephreus
Thu Nov 13, 2003 1:10 pm
#125

Onthe dewback vs. mountain dewback etc. thing - this is only relevant now, while we are unable to modify anything besides a bit of HAM and some damage... when (if? ) we are given the ability to control CL, special attacks, etc. we would be able to create at least an equal (hopefully superior) "generic" pet to match the wild variant.



--------------------------------------------------------------------------
Kiso Moonflier --- Master Bio-engineer, Creature Handler
Kiso's Clones & Pet Supplies --- Moenia, Naboo (5340, -4172)
GreekRefugee
Thu Nov 13, 2003 2:29 pm
#126

1) DNA HARVESTING. If the major cloning issues are actually fixed, what's the point if it's so darn hard to get DNA. This is of course a multi-faceted issue. It has to cost less mind to harvest. We have to be able to rename the samples. The samples have to stack.

2) RESOURCES. Come on. Seriously. Ok, we can loot eggs from lairs now. That's fine. A nice, easy fix to a known resource problem. Bravo. But eggs. And fish. And mollusks??? Fishing is way too tedious, mainly given the low yield for time spent fishing. And I can (supposedly) get a few drops of milk from a trash pile in a Night Sister vs Spider Clan Battlefield. Are you serious??? Maybe if I get a Force Sensitive character, I'll actually be able to use a Jedi Mind Trick, and fool myself into believing that I will ever see a drop of milk, or a single mollusk.

3) SKILLS. So I've spent an insane amount of time and skills points on my BE tree, including the prereqs (come on...hunting and organic chem???). I finally had to face reality, and give up Master Dancer, so I could take up Ranger. Of course, that's a laugh in of itself. I need a 2nd tier class so I can maybe get close enough to a monster so I can maybe DNA sample it, so I can maybe actually get a template after repeating this 5 times, only to either have a critical failure, or crappy experimentation give me a pathetic little runt of a generic creature. Joy. Where's the pay-off for one of the hardest classes to master? And I don't mean lip service. I mean results.

4) TISSUES. Ok. So dna sampling doesn't really work all that well, and cloning..well...let's not go there. But wait. Bio-Engineers are a crafting class. I can make tissues that chefs, tailors and doctors can use. I can also make pet stimpacks, and since CH is one of the most popular classes in the game, I will at least have a shot at a decent market share? Not the case at all. Nothing we can provide is a necessary component. People can play this game for years, and never need anything from a BE. Doctors can make generic stims that beat the piss out of even our best pet stims. Making pet stims gives me Medical Crafting XP. Wow. I'm getting XP for a class I couldn't even come close to being able to spare the Skill Points for. Simply stunning. And Chefs can use our tissues. You know, all those chefs out there, that are hiding from the light of day, and are rarer than Jedi. And have to grub for resources so hard themselves, that they don't have to time or money to spend on optional components from a BE. Make our tissues stack. Make doctor stims only work on people, so pet-stims will be NEEDED. That's how an economy works. We need the demand for our products.

5) MARKET. Like every character in the multiverse, we need to make money. If someone hits Master BE, and high level/master Ranger, plus some points for some combat skills, we don't have many, if any, skill points left. So we can either use a Bazaar system that lists our products in an non-intuitive category, and only allows us to make a maximum of 3000 credits, or we can sacrifice yet another skill area, and try and sqeeze merchant skills in there. Fine. If you fix the class, I'll make the sacrifices, and get a vendor that I can stock with good that people will buy. We need a viable market share. That means people have to want our clones. People have to want our tissues. People have to want our Pet Stimpacks and Vitality Packs. The have to need Bio-Engineers.

EXTRAS

CLONE ISSUES. Has been beaten to death. Fix the clones that don't work. Re-order the hierarchy of clones. Add new ones/variations of breeds. Indeed, the issues of cloning and experimentation have been ongoing issues, so inclusion in the top five gripes list is a bit of overkill/waste of time, ne? You're collecting a list of top 5 problems, and 2 of the 5 have been on the "promised updates lits" for over 2 months.

If I don't do my job, I get fired. I'm paying for this game. Fix the darn class. Provide the service you promised, and the number of sarcastic/angry posts in the BE forums will plummet. If devs are tired of seeing complaints, then fix the class.



Scylla: Mierin Eronaile - BH, Carbineer, Ranger Shadowfire: Jaine Farstrider - Master BE, CH, Ex-Master Ranger, Ex-Master Dancer Valcyn: Jaide Forelli - Architect, Master Medic, Master Artisan Tarquinas: R'osie O'Donnell - Commando, BH, Ranger, Medic


Piso
Fri Nov 14, 2003 1:13 am
#127

I never miss an opportunity to add to an endless list of things that already exist.


1) Cloning --- HA! who doesn't have a problem with pets you can't tame?


2) Eggs / Milk / Seafood --- Yeah if I ever get enough to make one tissue that gives me CH bonuses it will be a miracle.


3) Not being able to harvest a monster killed by sample DNA. First off, what does it take to actually get a DNA sample? I pull a hair from it's back or I draw a sample of blood? How does this kill the monster? Second. If that's all I did, why can't I extract meat or something from it. For a while this worked and it was awesome. Now, it's broke...


4) Order of pets in the cloning tree. Why put Blurgs in CE 1? They have like 10K HAM and what not...shouldn't they be a level IV clone? I think the levels of pets should get higher as your clone engineering gets. And Dalyrakes do NOT belong in CE 4.


5) Armor is not a factor. I think if I bust my butt and die enough times to get 5 samples from an Ancient Bull Rancor I should get a pet that has the same Armor rating.


Piso Novice Bio-Engineer (3,2,3,2)


Shadowfire

Crashyn
Fri Nov 14, 2003 3:24 am
#128

i'm not going to repeat what's already been said, so, basically take the most common problesm and list them as my first one through whatever. becuase I have those problems too. althou it was nice to tame a bol today. so maybe they fixed it with the other pets.


1. now, for my first one i didn't see. customizing pets, I know their hieght and stats are effected by what we put inro it, but, what about the color? or stripes, or. well, I dunno. maybe allow use to image design pets...... huh? I think we would get a lot more business if we could make peoples pets into slightly different colors. or, the ones with fur, dye the fur. so we can make them whatever color. okay, well maybe hot pink, or with flames on them is a little overboard. but. just a thought.


2. high level critter components...we can only increase the pet's stats so much, even if the experimentation stage is bugged. even if it wasn't. what if we where able to craft enhanced dna templates. or, like an armor attachment into a segment, we can but like, krayt tissue into the crafting or, something into it, to produce a high level pet.


3. we do have a lot of creatures we can make. but, i see some that, would be almost never be made, or wanted to be made. for example. the eopie.... the zucca boar, the krahdu. becusae they are lower in the ch class level bracket that you need to use them, so you wouldn't use them, you would most likely use the higher level ones, in the ch level/skill bracket that you can use...I'll explain...


basically, you take the ch system. where non ch's can have, currently level 15 and under pets (rumor has it this number is going to be reduced to ten to help out the DE's, but if you ask me, you should do this, and should just bring the battle droids from episode 1 in and call it good like I am sure it was originally planned). so, bascially every critter we can make, that is level 15 and under are for, non-ch's and novice ch's with no skills. with that said, everything above that is for ch's, (about 8.6% of the gammers out there. most have some ch abilities thou. anywho. we have so many that we can craft for ch's, and, the ones for non-ch's are few, and might become fewer.


with this in mind, we basically now take and see our list of animals as a set of classes, basically, what level of ch'ing skill is needed to use this animal as anything more then a house decoration(as so many a kimogila are) now. we have it in a set of, non-ch, level 15 and below. (this also includes new or novice ch) then there are the level 1 ch's basically level 25 and below. then we have level 2 ch's 35, and we can go through all the levels that whatever skill ch can use, but, i'll stop there. you can figure out the levels if you want. now, with in each level class, you will have about 5 or so animals that we can make. the lower ones, welp. let's face it, are worthless unless they have a special feature, like poison, or, knockdown.... or such...


why would I want a bearded jax, or an eopie, when with the same level I can have a carrion spat. (all level ten) and have a critter out with more ham. becuase let's face it, most animals don't do as much damage as you do, but have way more hit points. so, most animals are either, mount, tank, pvp, or critters we have fell in love with and just can't release them back into the wild. (i know you have had at elast one too) this isn't jsut in the level 10 area of critters, it's in every level. becuase the class's are about ten to five level spans, and we have about 5 in each. some are going to be better then others, why would the ch's want a nargaltch when they can get a razor cat.


thanks for reading my large reply.


ever in radiant, look me up,


Doshi da'Vinci Radiant about to master BE, and a ways from Master CH. and all the way I cango in Rifleman.. n medic, scout, and marksman,too.

Ekod
Tue Nov 18, 2003 6:39 am
#129

1. Cloneing DOH!.. we need more creatures period.


2. Pet stims arn't worth a crap.


3.able to put tissues/materials to help tailor iteams in factories


4. DNA "A pain in the butt, but challaengeing.. hehehe"


5. alot more differnt kind of tissue's and being able to find milk

Hanno
Tue Nov 18, 2003 6:59 am
#130

1. Cloneing (shoulda said ditto) - more control over the final product such as color and level.


2. Pet stims for pets, regular stims for other things.


3. DNA sampling shouldn't use up 240+ mind maybe drop that to 180.


4. We should be able to mature or creatures.


5. Fix experimentation! Successes should NOT subtract from the product's stats.




Nothing in all the world is more dangerous than sincere ignorance and conscientious stupidity.
- Martin Luther King, Jr.
A fanatic is one who can't change his mind and won't change the subject.
- Sir Winston Churchill
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