Bio Engineer Archive
Thread: What are your top 5 issues?
1. More info on tempates
2. Experimentation on pets very confusing
3. Documentationonthe new cloning system
4. Difficulty of finding ingredients for tissues such as Eggs, Milk and Fish
5. Critical failures and losing dna
As far as the listing of what each slot does to make a critter .... that is what guilds are for ...you have a bunch of B-Es experiment and study together ...this takes lots of time ..but your guild could have better creatures than another ...if you just go and tell these people everything they want I will be sorry I ever played this game. This is the funpart ..learning what it all does ...dont take that from me please.
I would like for more variables in the creatures ....both type and originality ....tis all ....and I'm sure that is a focus ...so with that being said ...well done on Bio-Engineering and Keep the love coming.
(imho its a given that all the bugs that swg has should be fixed, its been long enough to get someone on it by now)
1. DNA have CL on it& Template have range of CL it can make on it. Schematic have range of CL it should be able to make. I do not think a (bunny) should be able to be lvl 50+. Some one else said a good idea, let us rename the dna, only BE use it, its not good for anything else and when it is used that name is gone.
2. I have little choice in what i can do being a BE if i want to know the lvl of the creater i am getting DNA from because the dna does not have lvl listed, So i had to take on ranger to have this information. We deal in animals I would think a master BE could know what lvl the thing is he has been working on so much. Maybe it would be posible for a master BE to see animal lvl's as part of the reward for being Master?.
3. Make resources avalible for the things we can make as in Milk, eggs, fish and mollusk.
4. Make Master a little more meaningful, as in we don't get attacked so much. I have been very tempted to drop master just to do dna collecting because i died a lot less when i was not a master and was able to get a lot more viable DNA. I fail getting DNA frommore low lvl critters now than even at the beginning lvl. Experimentation for a master should be more imho than it is currently. when you succeed greatly it should not go down from the begining stats either!
5. Tissues and food addatives need some help, as hard as it it to get all the player collected resources the benifits should be greater in my opinion. These tissues also should be able to be added to a larger variety of clothing. (sorry i'm a girl and i would like to change out of these stinkin pants but still have the added bonus to my MS while i do dna or just doing my rounds of surveyings lol)
Eili on Eclipse
Amaravati, Lok
1. Somehow seeing the Critter level while we are crafting the DNA, and possibly giving us the ability to experiment with the critter level.
2. Lower the HAM costs on DNA sampling. Even as a smuggler I am going thru a fair amount of moun gold to be able to sample for a longer period of time.
3.Maybe some guidelines in the holocron as to what does/doesn't qualify as a non-ch pet. I've seen alot of talk lately about the uber non-ch pets, and it seems the majority of BE's didn't abuse the bug and some of those that did are getting rich off of it. Really, should a L10 gurrcat outdamage/have more ham than a graul mauler that's level 35? Just seems funny to me. (and kinda makes a CH obsolete).
4.Reserved for future use. I'm not quite to master yet and still tinkering so I'm not an expert on all the aspects.
1. I really don't have to interact with any other classes to get what I want to make creatures. it would be really spiffy if dna samples dropped on corpses, or if I could take the meat, hide, or bone from a scout character and turn it into a dna sample with my crafting tool. that prevents me from ever having to do so much as pick up a scalpel. and it's really darn cool.
2. It's icredibly odd to me that taking a dnasample kills the creature some of the time, and that some creatures like vynocks can take several hits without dying. especially when after dropping the sample in my house, I realize that it is in fact twice the size of the vynock. My request here: shrink the dna samples down to about the size of a bearded jax. Once a creature has had a sample taken from it, disallow all future attempts. add "dnasample" to the radial menu. make it impossible to kill a creature by dnasample. I admit I've earned lots of "dirty money" doing this but I'll be among the first to say it shouldn't be like this.
3. give bioengineers a message like "you can't succeed on a dnasample while your inventory is full." it really bugs me that I could be sampling for hours and never figure out what's going on. then I found out and got angry.
4. give us something to do with our old low quality bagaraset samples once we've got better stuff. I propose the "Splice" option, which allows us to take 2 dna samples and combine them. without experimentation, nothing happens and it "fails" creating a useless item. however, by combining two dna samples that have similar traits, I could experimentally create a dna sample that has high prowess at the expense of everything else. which is neat.
5. Never going to happen, but I'd like the ability to create a creature that looks completely different from the original template. like a freaky bearded jax with spiderlegs, a vulture beak, and two pairs of bat wings. yeah. then we could really start earning some money.
6. Let us change the color of a creature and keep it that way. its kinda sad that my miniature kimogila bearded jax doesn't even share the color of the creature whose dna is in the little thing.
2) I'm still peeved that the creature template has no effect outside of CL and speed on the final creation. Putting the same template in a bearded jax should not provide the same capabilities as a rancour skin IMHO. With the cats having a faster movement rate why bother using any other skin? On that basis there's also no point at all getting beyond Cloning II when you have the Gurrcat, I want to see some value in climbing the CE tree and some tactical descisions associated with skin FREX, Ranged only manifests if the wild creature can do it, flyers available, bigger creatures having higher hams etc.
3) DNA Sampling, not happy about killing the subject, means the skill is as useful at lower levels because of this. In theory if you kill a creature you're reducing what you can sample from but I've never found this a problem so ditch it. Change kill to aggro and/or fail.
4) Tissue Eng, pretty limted atm, between the bugged items, items that require crazy ingredients and items that have no market this is pretty limited. All the BEs I know grind this tree out last, perhaps taking the 1st box for pet stims/vits. Took forever to find another BE to train me in this because nobody was working it....
5) CL, not bothered about having it on the DNA but having it on the template and making providing us with the calculation would help no end.
1.) Challenge level not visible during cloning experimentation.
2.) DNA hard to awkward to organise, give different Icon for VHQ, HQ, AA etc. and call the DNA Mutant Rancor DNA, Injured Verne DNA etc.
3) DNA Storage I have a house that I just use to store my DNA samples, where as my other house has over a million units of assorted resources.
4) Communication with Dev team, the whole Nocuous Kamurith DNA should have been avoidable, it was on the boards within 2-3 days of it all starting and all the pets should have been stopped then, not when everyone had them.
5) New tissues would be nice.
it would be nice to see more info on a dna sample when you rest your cursor on a dna sample that is in your inventory or in a bag in your home. the main info i would like to see in what creature the dna was sampled from. i stockpile dna and then go through it later and it is a real pain to have to examine every peice before i decide to pick it up and put it into my inventory or not.
Thanks,
Charred
1) i dont know if this has already been brought up, but id love the ability to rename samples, so i can seperate them and know what they are without having to examine every single sample when im trying to seperate and store them.
2) id love for some leway(sp?) given to us , regarding storage, since our dna doesnt stack, so that we may more effectively keep samples in stock rather than use up all our lots for storage purposes. im not sure how to do this, but i already have a large tat house, moderately funrished, with my crafint resources, and i have to use 4 factories to store my samples cause i have no room in the house, or my small house i have for storage.
3) what ever happened to them adding the name of the person who crafted the pets to the info when the pet is examined?
4) Crafting failures are becoming more frequent, with my MBE toon.
5) its too irritating to make a pet over the ability of a MCH to use when its full grown. something should be in place to prevent this. we cant even reuse them as they are too high cl to even sample.
just a few ideas. mostly coming from inconvience.
here are my main issues :
- Pet stims : heal range should be increasedwith highter stim pet, Stim A ( 200-500 ) Stim B ( 500 850 ) Stim C ( 1000 1500) Stim D ( 1500 2200 ).Ressources needed for stim C and D make them hard to sell as they cost twice a stim B and only add 25-30% . ( for now i can produce Stim B 841/34 Stim C 1060/34, Stim D 1500/38![]()
- Creature : Make CL appear when we are experimenting the DNA template. or add an experiementation field to lower/increase the CL when we are making the final cretaures at a cost of lower/increase overall stats. ( something like -5/+5 CL where each CL add or lower 2% HAM ).
- Tissue : provide a way to harvest some ressources in order to build them in factory ( some kind of harvester that u may drop near water and where u could get seafood ( fish, crustacean, molusk ). Increasethe number of eggs per lair.
- Pets : Deathblow on pets is quite low andwhen customer buy a pet it will stay forever not like armor or weapon that will decay. Pets should decay faster with Deathblow or when owner is killed.