Bio Engineer Archive
Thread: A message from the BE designer
I don't quite understand what is being said here about components overwriting others with same enhancement slots. Could you (or somebody who understands this) clarify what this means?
Holocron wrote:
Tissue Engineering
- Note: This stuff is still not working 100%. Components that modify the same enhancement slot will overwrite. You can tell what enhancement slots are being used by looking at the resource attribute effectiveness breakdown in the Tissues Schematic (Mod One, Mod Two, etc) Using a Tissue with no enhancements together with a Tissue with enhancement will no longer cause the final component to lose it’s enhancements.
The critter changes wont make it this patch, so that means its about 2 months away.
That just isnt good enough, I am not pleased at all. I dont think Sony ismakingsufficient efforts in fixing us.
Put more designers on fixing our code so it can make it this patch!
I am a paying customer and I dont think you deserve my money anymore, if it hadnt been for the fact that I had prepaidfor 3monthsI would have cancelled already.
Oh thank you very much BE developer. It is so comforting to know that progress is being made.
THANK YOU!
PS: other professions whine somewhere else please.
Will better success in creature crafting drive the Challenge Level UP or DOWN? All this talk of "minimum challenge levels" for creatures is making me worried that we'll be trying to make creatures as crappy as possible in an attempt to push the CL down, which would be ridiculous. I don't want a "race for the bottom", or a situation where Novice BE's are making more desirable creatures (low CL) because they have access to WORSE DNA samples.
CL should be a separate experimental factor that goes lower as successes rise, and should not be related to the creature's other stats. The cost for getting a low CL on a creature should be the opportunity cost of using experiment points to reduce CL instead of buffing stats.
I really hope it turns out to be this way, but honestly NO degree of botchery would surprise me given the track record of patches so far.
What the heck does "double the number of creature APPEARANCES" mean? Is this an increase of the "feature" where sometimes when I call a gualama it's yellow, and sometimes it's pink, random each time the pet is called? Is this a way to weasel out of the promise of colorization for pets?
What about the generic pet template?
And notice that there was no mention of all the BUGGED AND UNTAMEABLE PETS THAT WE HAVE. What about Blurrg, Tybis, Bol, Bolle Bol, Snorbal, Fambaa, and Kimogila?
Thanks for more empty promises, Devs. As always, I'll believe it when I see it. IF I'm still here to see it.
Sherkaner Lumpen of Bloodfin
Master BE, Master CH, Massively screwed.
Countdown to cancellation: 23 days. (FIX TISSUES NOW!)
::cracks his knuckles::
Time to update the website soon!
I'm personally just happy to get factories working, for now.
I'd like to thank the BE dev for all the hard work so far. Having the changes to clones come later is acceptable I suppose ![]()
... how about the xp changes?
Can we get some (or all of) those schematics in by the update? Please? ![]()
Next big update is slated... when? Story Arc 2? Or past that?
I never understood the threats. The devs get back to us with some info on how things are going (one thing that other professions are starved for), and we hear replies threatening to cancel accounts. Are you trying to take yourself as some sort of hostage until you get the demands you make? The fact is that our developer seems to be on top of things, ask other professions how often they get this kind of courtesy.
Thanks you Holo for getting back to us. I understand that writing code in a game as complex as this, in a way that doesn't cause more problems than it fixes is extremely difficult, so fixing things (like adding tons of creatures, playing with the code on existing creatures) takes time. In fact I am glad that we won't be receiving rushed results that end up being bugs themselves.
Thanks,
Koweim-Bio-Engineer-Naritus server
Holo, I love you.
This is great news, even if not everything is going to be fixed right away at least it is being worked upon. I thank you for the dedication this Dev Team has had to the players.
An intern wouldn't have any clue as to what exactly to tell you (or the correspondent). In fact, *I* don't have much clue of what to tell you--these messages take the actual dev working on the system to write them.
Mu_Lowca wrote:
We appreciate that you're taking the time to let us know about whats happening. But I think you guys should think about keeping people more informed... I know that we've seen alot of folks switch professions because of lack of info from you guys... maybe drop a line to our BE correspondent so he can keep us updated? Every week to ten days wouldn't hurt and would only take about 10 minutes of your Intern's time.
M'u Pe-Ka
LoTide Genetics, Lowca Server
"See that stuff at the bottom of the barrel? I made that!"
Some replies from the designer:
Scorus:
An excellent start. I would suggest that something else be created to replace Chiagra, I think you need a third tissue at the novice level, but that can wait.
Additional Tissue components will be going in over time. You will get replacements for the removed Tissues plus several more. Just not right now.
Scorus:
Will anything be done about tissue ingredients? Factories don't help for the many things that require milk, eggs and seafood.
The ingredient requirements are not currently being changed. We'd rather see these ingredients get reasonable methods to collect them then to remove all the variety of ingredients and have everything made with the same few things.
Scorus:
Is the problem where you no longer get (or at least show) the bonuses from bio-engineered clothing after you relog fixed? If I put a +5 item on and relog, my skills don't show the +5. If I take it off after relogging, then I show -5.
Are you currently seeing this problem still on Live servers? Does it exist on Test Center? I know a fix went in a while back to address this problem, but I'm not sure if it ever went into any of the hot-fixes. If it's not on Live right now then expect it to be fixed with the Update.
Scorus:
Is the problem where they sometimes don't show their bonuses fixed? I don't believe they ever show their bonuses in the final food products.
The bonuses will be displayed correctly on the ingredient components (Soypro, Protato, etc) but will not get shown on the final food. The stats on the final food will have been adjusted to take into account the bonuses that were used.
Scorus:
Will these items be shown in the bazaar under clothing components and food components? Or still under Items?
Yes, I completely forgot to mention this. Bio-Engineered Tissues will get their own sub-category under Components. DNA Samples, Template and Pet Deeds will also be moving into their own categories, but that's all tied up in the Cloning changes so you will not see that until the cloning changes are finished.
Jaxidian:
I don't quite understand what is being said here about components overwriting others with same enhancement slots. Could you (or somebody who understands this) clarify what this means?
There are several Clothing Schematics that use the same component, Synthetic Cloth for example, in multiple ingredient slots. This causes problems because the last component used overwrites the bonuses of previous components. The partial fix that is going into this update will cause components with no bonuses to not overwrite those with bonuses. It will also allow partial stacking of bonuses. For example if you used a Tissue with two bonuses in the first slot and one with only one bonus in the second slot then you would get the bonus from the second slot and one of the bonuses (whichever was not overwritten) from the first slot. If you reversed the order of the components then you would only get the bonuses from the second slot as it would have overwritten the first. I know this is not ideal and further fixes will be going in, but for now this is how it will work.
Kowein, our class is non functioning as far as I am concerned.I am paying full price for a product I am not happy with and to wait 2 months to get some basic fixes that should have been in place on release does not please me.Oh yes If I werent a sucker to have paid already then I would have cancelled, it is not a treath, it is fact.
And now World of warcraft is coming closer and closer...
Good: communicating the situation to us
Bad: communication needs to be more frequent...someone had suggested 7-10 days...whatever...just some sort of ongoing update
Good: factories
Bad: not everything is going to work completely..... I don't like the sound of that
Good: progress
Bad: progress at painfully slow pace
The issue with skill mods giving you a negative if you log off wearing the clothing item that has the skill mod, wether loot dropped or BE crafted, is still in effect on Live.
I have to take off my coat and gloves before logging out each night otherwise I end up with the negative mod effect.