Bio Engineer Archive
Thread: What are your top 5 issues?
My biggest gripe is more related to vendors, but it's BE-specific.
Namely, that the information displayed on the pet "deed" isn't the same as the information displayed when the pet is tamed. The pet "deed" MUST show whether the creature is aggressive or not, for example.
Personally, I'd even go as far as saying that pet deeds should be checked by the game and if the player looking can't use it, it should tell him. EQ does a similar thing whereby if an item has a recommended level, the stats are displayed as:
STR + 10 (+2)
Where the () value is the bonus the player will receive if he tries to use that item at his current level.
I'd like to see a simple: Usable YES/NO entry, so if a player lacks the skills to use the pet, he knows immediately. The fact is that even some CHs I know have trouble working out which pets they can and can't use, so a non-CH has even less chance.
Also, I'd like to see the vendor "Details" window changed to a better layout - at present, the Seller's Description is off the bottom of the box and few people seem to look at that, judging by the amount of problems I've had with people buying pets they can't use...
- Tyl
1. Seeing CL on DNA and/or Templates
2. Experimentation still whacky, strange combines for using almost the exsact same stuff
3. Documentation of at least a very basic sort on the new cloning system
4. Difficulty of gathering large qualities of odd ingredients for tissues such as Eggs, and Fish type stuff...
5. The new tool for Shellfish gathers shellfish but they don't stack in the inventory, theat should be fixed