Bio Engineer Archive
Thread: top bio engineer issues Jan 05: priorities
1. # 8 -tissue ingredients vs desirability balance
2. # 23 -creature warping (including upwards) during sampling & milking
3. # 13 -larger stack size for harvestables
4.# 26 -more tailor and chef tissues
5. # 1 -lack of skill tapes
6. # 4 -too many skill points used for BE
7. # 3 -vendors for BE's
8. # 12 -tissue complexity too high
9. # 11 -larger crate size for tissues
10. # 18 -33/33/33 tissues
Message Edited by Tushai on 01-03-2005 05:57 PM
Cubsfan22 wrote:
I guess it really sucks to have non-CH pets and they are only allowed to have 500 HAM. I mean, what purpose do these serve? I do not see a problem with your so called cl 10 problem.
Well the whole point is that they serve little purpose as they require no skill point investment. If you want the pets to be 'useful' (although I think that non-exploit non-ch pets ARE useful) then you will need to invest the neccessary skill points into CH skills. Besides, non-ch pets are not to have 500 HAM. If you read the FAQ you will see that there is a perfectly legitimate non-ch pet recipe that yields a 14% Kin/Blast pet with about 8k Health, which, against a number of mobs, acts as a useful distraction or tank. As a tailor on Farstar, I have one (thanks Nancy
) which I call when I check harvesters and factories and there are enemies around.
Please don't use this thread to discuss the issues here as it most likely end up in a mud slinging match or something else as unconstructive.
Gelert wrote:
Before you begin to read this list, allow me to convey to you what I belive the task was. I was under the opinion that we had to rate each point on the list from #1 - #10 in level of importance (#1 being the lowest, #10 being the highest) so this is what I have done. I have C&P'd (copy & paste'd) the list from the original post and placed next to each point a rating in red.
I do think you misunderstood. From the list, choose the ten things you most want to see done. If only ten things are done, which ten do you want them to be?
Then put them in order with the most important at the top and the least important at the bottom.
Then number them, with 1 at the top through 10 at the bottom.
Most of the posts here give good examples on what Arthur is looking for.
2. #20 Misc pet crafting oddities (as documented by NancyJ)
3. #25 more variety in craftable creatures (new skins, colors, sizes)
4. #33 BE specific quests
5. #34 different damage types for BE pets (give the CH’s some love at the same time)
6. #29 creature donor's name listed on dna sample in inventory
7. #7 experimentation & assembly failure rate (also losing the dna template)
8. #13 larger stack size for harvestables
9. #24 color specified during creature assembly isn't reflected in tamed creature
10. #28 BE creator's name listed on tamed creature when /examine
Pretty much same as what i think for top 10
ArthurDentOnBria wrote:
Ok, I'll list mine and set a good example of the format that I'm looking for
1) #26 - more tailor and chef tissues
2) #25 - more variety in craftable creatures (new skins, colors, sizes)
3) #5 - dna storage (laboratory, blood, freezer, droid,etc.)
4) #27 - more high level sampleable creatures added to game (also the apparent CL sampling cap)
5) #14 - BE's often find themselves becoming "schematic monkeys" rather than selling products
6) #8- tissue ingredients vs desirability balance
7) #28 - BE creator's name listed on tamed creature when /examine
8) #19 - CL level not reflected in size of creature
9) #29 -creature donor's name listed on dna sample in inventory
10) #15 -The CL 10 problem
2) #35. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)
3) #29. creature donor's name listed on dna sample in inventory
4) #27. more high level sampleable creatures added to game (also the apparent CL sampling cap)
5) #25. more variety in craftable creatures (new skins, colors, sizes)
6) #34. different damage types for BE pets
7) #6. harvesting of dna sampling kills
8) #1. lack of skill tapes
9) #2. lack of secret research data
10) #26. more tailor and chef tissues
- Fix long standing pet bugs -pet slow downs, auto storing, ghosting.
- Fix annoying and frustrating game play with pets -Pets are slower than speeders, Mounts are slow and not useful, calling pets takes 5 seconds just to get the call option then another 15 seconds to call the pet (call/store should be default option)
- More damage types for BE pets that use a range attack. Kinetic only damage is too limiting.
- More skin types/mount types. Flying skins and mounts are very desirable and offered by competing games.
- Pets are useless in PvP situations.
- Final pet size is not reflected in by the final CL. Higher cl should give a larger pet and smaller size by smaller CL. This is desired for both immersion and RP purposed.
- If/when pets became usuable and hence desirable there are unbalanced CL10 pets that could cause balance issues. This is currently not a problem since pets are rarely used outside of grouping to take higher paying missions.
2) BE Crafting Issues - There are numerious bugs and frustrating game play for BEs. Since BEs have a unquie and complicated crafting profession seperate from artisan based professions, we are left with many bugs and UI nuances that make game play frustrating that have already been flushed out with the more standard crafting professions.
- BEs have no skill tapes, unlike other professions
- Tissues incorrectly read 33/33/33 when in fact they are 20/30/50 (or something like that)
- Invalid pets are still creatable
- No secret research data is in the game to use, but in schematics.
- CL is not listed during experimentation on the template. It is understood that this can change when placed into the final pet deed, however some number like a power number than can reliably be used to predict CL is needed.
- BEs must store a DNA Library to create pets at different levels with different attributes, often on demand,yet do not have storage means to do. DNA Libraries in the real world can fit into small tubes and thenin small boxesfororganization. They take up little physical room, even if they take up a larger database room. Some more eloquent and efficient way to store DNA is needed.
- Lack of creatures to sample on the high end, CL60-75, leads to difficult or lack of verity of high CL pets.
- UI problem where all DNA looks the same in the inventory. Putting donor creatues name first on item name can solve this issue.
- Inbalance with food tissues and required ingredients, the most powerful are the easiest to make.
- Storage problems housing resources, increase stack sizes are desired.
- Larger crate size for tissues, makes selling and transporting a full run of tissues difficult and fills the output hopper which already has a long standing bug.
- More tailor skill enhancing tissues are desired.
Message Edited by Meplorium on 01-05-2005 04:11 PM