Bio Engineer Archive
Thread: What are your top 5 issues?
1) cloning fixes -- not looking forward to them taking away my ability to sample my own clones, if I wanna play the lazy way then that's me Devs should respect that
2) Rare resources - milk, fish,eggs, molusks etc. Why do they hate us?
3)DNA storage- If they give us something along theselines could it please be equipable with a backpack and limited to DNA... perhaps something like a purse or fanny pack that could hold 20 or 30 or something... larger variations available would be cool
4)Could we please retain DNA templates after a crit fail? very annoying to have that perfect dna template in hand only to have a random crit fail suck it up without spitting it out. Spent all day the other day sampling and right at the culmination of all my work in the evening a crit fail ate the DNA. I don't mind losing the resources I realize crit fails do happen in every crafting profession. It's the template I would like to retain.
5) Control of CLs, we have been promised many things it really was a slap in the face for this NOT to be introduced with mounts... very annoying to find out some of the things that were exclusively our domain only (Bols) now not only can be tamed, BUT can be tamed at the CL 10 lvl while ours only come in one size, 30.
WHEN WHEN WHEN are we going to see changes??
1) (I'll be different here) Storage. -- With all the different types of resources and meats we have to carry to make tissues, not to mention how unwieldy DNA samples are
2) Variety -- We need to provide more value to everyone in the game. Our pets barely better than those in the wild, yet it cost us WAY more to make. On a bad day I'll spend over 2 hours sampling 25 dna and using close to 1k resources just to make 1 good pet. And our tissues help so limited few people, I can't count how many times people have asked me if I could enhance this or that stat. I wouldn't mind it if they took away some of our advanced higher level stats in exchange for more variety of stats. I can get the max +25 with multiple clothing if I could just have more tissues to cover more areas.
3) Clone Experiment -- Not only around the whole 1 clone point available but I still don't really feel like I can effect any of the stats to any great extent. I had a DNA template yesterday that had the stats all close to 900 but the pet came out maybe only 10 or 20 points better than my DNA template with only 600-700s.
4) Single DNA -- We were promised a single DNA template and I really would like to see this for all pets. It would solve a lot of problems with storage... not to mention being able to then decide, this is a good dna, let me save it for a rancor or something.
5) Chefs -- Can we please put in a push to the dev to help our che friends? Its frustrating that I have 1/2 of my tissue creations that I basically can't use because they are either not helpful enough to chef recipes to make it worth the resources or we can't figure out what the item does.
Gonna throw on an addendum to my list since I repeated cloning in it.
We need Bio Engineeering skill tapes, far as i can tell, NO ONE has ever found a single skill tape or plate for our skill lines.
1: experimentation
2:cloning
3
NA sampling, unable to sample from true high level creatures to make the better pets with our messed up experimentation.
4:rare ressources like milk eggs and mollusks.
5:death/decay.
1. We need a 2nd way of getting exp. Grinding is a pain.
2. Milk, eggs, fish, etc needed.
MILK!!!!!!!!!!!!!!!!! : D
We need a way to get milk i mean really why does it have to be so rare? Its milk after all its not like we are asking for alot.
Nexi master Bio engineer/Master CH/Master medic
Bria server
1) Experience- How many DNA samples are on the bazaar on your server? How many can you gather while offline? Putting together the ingredients to make 10K xp worth of creatures takes MUCH longer (and is MUCH riskier) than pulling together the ingredients to make 10K xp worth of architects products, for instance. The xp from our creatures needs to reflect that fact. The metrics that were used during beta to set our xp were flawed for two big reasons: Not enough people playing the profession and they were going from the xp that we were getting before they fixed getting usage xp when using our own dna templates.
2) DNA sampling- This needs to be FAR less dangerous because we have to do it a LOT and have no combat abilities inherent to our profession. We already have to have artisan and non-requisite scout lines just to survive, do you also want to require us to be bad-ass fighters? I don't see other artisans or medical professions risking being attacked by their harvesters. It is time for the devs to either realize that we are a crafting profession or to give us combat/outdoors abilities that will allow us to do our job.
3) Tissue products- When we protested the fact that Chiagra, etc. were eliminated without substitutions, we were told that they would come. Not everyone got into BE to make creatures, time to make the profession playable and fun for the tissue guys too. At this point we really only have two versions of ca. 5 tailor items and there is really no market for a couple of those.
4) Fix chefs!- This would be a huge boon to us. The chef correspondent was willing to put in good words for us when we didn't even have a correspondent, we need to get on the front of their bandwagon. If nothing else, just think about the mind-enhancing stuff they can make for you to sample longer between rests.
5) Hmmm... I know I had something else... Well, 4 will have to do.
Milk(!), eggs, seafood, and in general getting creature resources in sufficient numbers to support automated manufacturing! Gathering by hand is sufficient for crafting by hand, but automated gathering is necessary to support automated manufacturing.
How about the ability to 'genetically engineer' organic resources to sell to chefs, tailors, armorsmiths, doctors and combat medics... and for our own use of course. From meat, to Hides, bones, Seeds, tubers, wheat.. you name it.. as a bio engineer we should be able to take a stack of say 20K Lokian wild wheat, and by altering the DNA get back resources with better stats.. or perhaps an actual farm where we grow our new varieties that would work in the advanced components.. (Lokian wild wheat grown altered and grown on a farm on Tatooine would still be a strain of Lokian Wild Wheat genetically) Possibly needing to fertilize the farm with Organic and inorganic materials (ala Nitrogen)
we could also raise animals to milk and harvest for meat at these farms or a different variety.. like a ranch..
DNA sampling is horrably broken, when a master can fail on a durnie, how the heck would you expect them to do vs a rancor. BE should be able to also make and administer a drug during DNA sampling. this drug would slow the creature down should it aggro and give the BE a chance to get away. However that would not effect its buddies so the risks are still great, but it would at least give us a chance to get away.
Resources- BE by far has the most obscure and difficult to aquire resources out of any one in the game. To date i have managed to collect 4 units of milk and i have been a master BE for a very long time. We should get a better means of collecting these resources in quantities similar to every other professions abilities. I notivced they increased the ammount of eggs in lairs but 6 in a lair is still far too few. Hand picking resources you can easliy get 6 resources in on sampling and never have to move an inch.
Useless creatures - fix them or get rid of them.
Broken experimentation.Hardly worth even playing with experimentation of creatures, In most cases it make little to no effect and you can only raise one box per stat and normally you will have a pet with a much slower attack speed then one in the wild.
My Top 5 issues:
1. Bugs on current creatures that cant be used: Im tired of being a master ch/be and not being able to use my own, Tybis, Bluurg, Kimoglia, or Bolle Bol.
2. Tissues: of course, w/ a max of +25, there's gotta be some fixing here.
3. Variety of pets: I think that's being worked on, but I think that as a Master BE, we need to be able to make some pets that are not found or capable of being tamed in the wild.
4. Tissues 2 : give us a better variety of tissues to make for tailors, also maybe allow us to make clothing attachments, that can be attached to armor or clothing for a temporary bonus. (like a master doctor w/ buffs, or Chef w/ stat enhanced food)
5. This is an abnormal request but, I'd like to be able to setup a pet shop, that is different than a vendor. Seeing that a vendor is on another skill tree, we have no way of selling our pets, maybe in one of the skills, add a pet vendor, that'll only hold pets and pet items ![]()
Overall, I like being Master BE/CH , cause while everyone else is out switching character skills for a Jedi, I still have alot to test and learn in the BE or CH field. I just wish that a Master BE w/ 6 mths of experience, would have an advantage over one w/ 1 day experience .