Bio Engineer Archive
Thread: What are your top 5 issues?
LexanMilson wrote:
1) PetStims are not valuable. Normal stims work on creatures, and ALL mind damage can be healed with one trick.
SOLUTION: Please make trick heal WOUNDS only.
2) Impossibility to find Milk/Eggs/Seafood. Even fish are too hard to get.
SOLUTION: Increase the drop rate of said resources, or increase their yield per drop.
3) Broken creatures, broken experimentation.
SOLUTION: Take the ones we can't use out, give us new ones. Give us more of them. Make the experimentation percentage work. Give a description of what does what to the final creature.
4) SampleDNA is too expensive.
SOLUTION: Lower the ham cost or give a dna samples OR templates multiple uses. It does not make sense that we can't use a DNA template more than once. Granted, I don't think we should be able to use the same template forever (after all knowing the genetic pattern and HAVING it to make it replicate well are two different things).
Higher sampling skill should yeild more uses on a template or sample.
5) The cost of being a bioengineer isn't valuable enough. The amount of skill points that it takes are in no way proportional to the power of the class and size of it's available market.
SOLUTION: Ideas to make it a more valuable class include...
-Giving us more creatures.
-Giving us more tissues (arguably best to increase our market as you don't have to use creatures to benefit from our class)
-Allow us to craft certain components that make medicines more effective. I.E. Tissues for doctors.
-Give us combat benefits a la droid engineers.
-Allow us to store any of our creatures on our datapad so we can sell them full grown.
AMEN' Enough Said.
1.) MILK
2.) MILK
3.) MILK
4.) SEA FOOD
5.) better way to get eggs and fish (they take too **edit** long as they are.)
oh, did you want ways to get the milk and otheritems? don't just increase drops for milk/sea food. this will only create bs camping and selling of the stuff. make it either so everyone can get it at a regular rate (like all other craft professions get their items!!) or take it the hell out. this is gone on far too long.
angel.
All issues named in this thread are great. Although the concept of bioengineer seems great, the implementation leaves something to be desired--theprofession seems very weak in comparison to others. To add in my 2 cents/vote:
1. Variety of clones and tissues needs to be increased--we don't seem to be able to add much value to the game yet
2. More attention to the profession itself--the cost in xp/credits and the rarity of trainers and resources is totally disproportionate to the power of the profession
3. Availability of special resources is too low
4. We should be able to combine similar DNA samples--having one unit take up it's own space is ridiculous; some ability to better organize samples is needed
5. More information on the profession
My top 5 issues, as of today, are:
1. Seeing CL on DNA and/or Templates
2. Experimentation still whacky, and seems to have spread into Tissues now.
3. Documentation of at least a very basic sort on the new cloning system
4. Difficulty of finding odd ingredients for tissues such as Eggs, Milk and Fish
5. Variety of Tissue types
please add a 'created by:' in the examine of a pet for those that are bio made! it's nice to be able to see who's making what ![]()
angel.
Yes
i would love to see the CL or CL range if the final crafting has anything to do with makeing the the level.
I would also like to have the templates indicate the minimal level the creature will be reguardless of dna template.
1. Documentation on the clone making process would be nice. Not a walkthrough, just the basics:
Q/HQ/VHQ effects xyz of the clone...xyz DNA in slot 123 will give the profile abc. Ok, maybe a walkthrough on how to build a basic newbie critter with low level resists/SA. At least SOMETHING please ![]()
2. Milk. Got Milk? Nope...
3. Can BE's get a MS bonus at Master level please? Or can we make kits so we can get Rangers to go get high level DNA?
Thats about it at the moment ![]()
Would really love for the Template to show the expected level of the creature. That way we can be better informed as to which body to put it in. Would also make special orders much easier knowing the expected level before putting it a body.
Right now I have to make 4 pets before I get one the right level for the person and then have 3 extra of that creature. And of course the next customer actually wanting the level of the messed up ones will not like the body I have them in or color. Very hard to sell a customized pet and not be able to tell the customer what level it will be.
OHHHHHH i know!
Since droid eng is getting some lovin, How about a DNA collection droid. Would work as a pet and collect DNA samples for master BE's.
1. This one applies to the Chef profession as well: Milkis too rare. Mollusks are too rare too.
2. This one applies to BE, Weaponsmithing, and, I'm sure, several othercraftingprofessions as well: some resources needed to make items have dependencies on attributes that the resources don't have. For example, Taming Tissue requires Bone and depends 33% each on Overall Quality, Potential Energy, and Flavor, but Bone does not have PE or FL.
3.This one applies to the Tailor Profession. Too few pieces of Wookiee Clothing take Reinforced Fiber Panels and Synthetic Cloth, meaning Wookiees are severly limited in being able to wear clothing with BE Tissues.
4. CL not listed on clone template during experimentation. Indirectly, this will help the CH profession as well.
5. This one applies to the Chef Profession. I am Master BE and have never made an item for a Chef. Make Food and Drink much more useful. Maybe, even, make Food required to prevent starvation. With Scouts having the ability to forage, they will never starve. others can buy Food and Drink by the crate from uber Chefs. Lower quality Food and Drink could be sold in Cantinas.
So, give the Chefs some loving. Give Wookiees some loving. Give Tailors some loving. Give Craftsmen, in general, some loving. Give the CHs some more loving too. Put more CL 65-75 creatures out there for us to sample and make them pets that are even more uber. (Seriously, though, more CL 65-70 creatures with babies would offset a bit the major nerfs the CHs got.)
Also, where are the Potions, Wands, and Magic Rings? I want a Ring of Invisibilty for sampling Mutant Rancors. And a Ring of Power! I want a Ring of Power!
1. Documentation - As a MBE, it is really annoying that I pretty much have to "use the Force", so to speak, to determine what each slot on the DNA Template actually does for the overall critter. Basic documentation would be nice, for a start, but I wouldn't mind seeing some more advanced documentation as well. Its not like there is any reason it should be a mystery, ya know.
2. Crafting - As there is only one template, why have two separate crafting sessions, i.e. one for the template and one for the creature? That doubles the chances of a critical failure. Just have one crafting session with the five DNA sample slots and the two organic component slots. Simpler for the BEs, and less chances for needless frustration.
3. Tissues - The already mentioned rarity of advanced resources has been well-voiced. Add me in here as well. Tissues are the best way for a BE to make loads of cash, except that they are nigh-impossible to make with regularity.
4. Renaming DNA samples - Self-explanitory and well-documented lamentation.
5. DNA Sampling - IMHO, this is simply far too dangerous and expensive. To get mutant rancor DNA costs me a small fortune in insurance and time for minimal gains. BEs get hosed forward and back on costs for what they do. Perhaps an increase in Mask Scent in the DNA Sampling tree?