Bio Engineer Archive

Thread: FATAL BUG! Bio-Sensors DO NOT WORK! All Bio-components might do nothing!

TwizAmber
Thu Jul 24, 2003 7:00 am
#14

Hmm I have made a list of what the components do, though its not complete. I haven't tested the components that need rare resources. The list is on an other forum though





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Fangor, Novak, T'bee
Armor, Pharmaceuticals, Firearms & Spice

Located just outside Naboo, Theed @ -5460, 3415
Sherkaner_Lumpen
Thu Jul 24, 2003 7:28 am
#15

I've been having similar concerns. If I log out wearing my +25 biosensor gear, when I log in my skill mods reset to +5, and if I take off the gear they go to +5/-19. No response to my CSR ticket on this yet. My enitre business has been revolving around selling biosensors and constrictor cloth, but I only recently got the gear for myself. I do so little healing that I was never able to see whether it seemed like I was getting the healing bonuses. Now I feel terrible that I may have unknowingly duped my customers.

On the otehr hand, I was told by several medics who bought my biomodded stuff that it DID make a noticeable difference, and everyone has seemed to be totally happy with their purchases so far. Is this a placebo effect, or is the problem more complicated?

Where is our correspondent??? We need someone getting in contact with the devs RIGHT NOW to get information through the steps ZenLoser laid out. Verification of what is and is not working as intended is so badly needed.

If this is true, an entire chunk of the economy is a total lie, and I hate being a part of it. The non-working creatures were enough, but THIS is the worst.

*sigh*
-Sherkaner Lumpen
BE/CH/Ranger/Pistoleer
Coronet, Corellia, Bloodfin
Tal-N
Thu Jul 24, 2003 7:33 am
#16

It's the placebo effect, I pretty much supply the whole of Ahazi's naboo with bio-components (yeah i know it's quite the monopoly my business partners and I have going) but none of them ever complained because they only really had the skill mod menu to go on. But the fact is that I've tried this myself and have the screenshots to prove it. Yes, i feel bad too having supplied hundreds of people with clothing and components which actually do nothing. But at least once this is fixed they'll see the benefit so it's not all bad. But at the moment I've closed down the tissue side of the business because it's unfair to sell these components on the hope that its fixed soon.


You've all seen how much progress they've made in this past month, can you really expect them to fix any of our problems within the next 3-4 weeks? Frankly I don't see it happening.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Myonax
Thu Jul 24, 2003 9:01 am
#17

Interesting. Zen was braging about his +75 Medical use outfit he was wearing, I am surprised he didn't notice this. I had broad plans of untraining all of my pharm line so I could use stim c's as well with a +40 suit. There goes that Idea.


Good find Tal, I would have hated for this one to get overlooked. I hope they don't wait till the first episode to fix this issue.

ZenLOSER
Thu Jul 24, 2003 10:16 am
#18

There's another bug associated as well. Note it at:


members.cox.net/dirksj


- (bug) When I log out and back in mod items have gone “permanent”. I do not know if this is just a display issue or actually negative stats. Example:


o I wear +25 medical gear.


o My med skill shows +5 / +30.


o I log out.


o Tomorrow I log in.


o Med skill shows +5


o Remove item


o Med skill shows +5 / -20


Basically it's a display problem with that bug.


Tal - Can you verify that you're not having this display problem as well? I've heard reports of medical stuff not working but if all the people testing it have the display bug as well this could be the source of the problem, not that the actual effects do nothing.





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Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Sherkaner_Lumpen
Thu Jul 24, 2003 10:52 am
#19

Zen, with your +75 med suit, please do some tests to see what your wound healing rate is when wearing it vs. when not wearing it and post the results. My customers have said they noticed a difference with my product, but since currently I'm not doing higher than +25/+25, it's harder for me to verify that this isn't the placebo effect. With +75 I would think there would be a massive difference. Since you're the ad hoc correspondant, please help us all out here

-Sherkaner
NOT selling biosensors on Bloodfin, since 7/24/03
Scorus
Thu Jul 24, 2003 10:58 am
#20

Really Medicine Use is the only one of these skills that you will be able to notice without SERIOUS experimentation (on the order of a couple hundred heals under the same condidions with and without the outfit). But if the MedUse isn't working then there is no reason to believe the rest is also.

Scorus



Scorus
ZenLOSER
Thu Jul 24, 2003 11:22 am
#21

I'm bugged right now on the display, shows +5 base and nothing else...if I remove things I go to BIG negatives lol. I'll try taking all that stuff off and relogging etc and see if it ever resets me to proper values. If it does I'll test my healing rates.


If I remember right you have to wait for the next day before you get reset or something stupid.




----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Sherkaner_Lumpen
Thu Jul 24, 2003 1:15 pm
#22

I went ahead and did a small series of tests using my +24/+24/+24 gear. Bad news folks.

A series of /tenddamage on myself and my pets with my unaltered skill (Listed in skill mods as +5):
59, 77, 111, 76, 107

A series of /tenddamage on myself and my pets while wearing my biosensor gear (listed in Skill Mods as +5/+24):
98, 111, 48, 66, 66, 55

Not a huge sample, but it's prretty clear that the bonuses are not working. I've removed all of my biosensors from sale and urged my partner tailors to do the same until this gets fixed.

-Sherkaner
ZenLOSER
Thu Jul 24, 2003 1:16 pm
#23

/tenddamage is heavily capped, you need to do /healdamage with meds to get a good test.



----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Tal-N
Thu Jul 24, 2003 1:25 pm
#24

Tenddamage and wound items all had the same effect for me with the +25 bonus, they didn't make any kind of significant change. Also yes I did get the stat loss but frankly it didn't effect my ability to use medical items. As i said I had -16 for usage so I technically shouldnt have been able to use any medical items. Also the wound healing was around -15 as well so I should have been unable to heal any wounds. But I was uneffected and the wound vials worked as well as ever.


The values on the skill mods have no connection to the actual game as it shows in the 'cannot use item menu' that it still recognises me as only having +10 for usage with the outfit on.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

ZenLOSER
Thu Jul 24, 2003 1:30 pm
#25

I still want to see someone try with /healdamage.


From the medics i know the /tend line ALWAYS does crap.




----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Sherkaner_Lumpen
Thu Jul 24, 2003 1:54 pm
#26

Okay I did some tests with /healdamage. Again, not pretty.

A series of /healdamage using Stimpack-A on my pet with my unaltered skill (Listed in skill mods as +5):
Stimpack-A #1: 57, 43, 59, 58,69
Stimpack-A #2: 85, 79, 124, 82, 71, 73

A series of /healdamage using the same Stimpack-A's on my pet while wearing my biosensor gear (listed in Skill Mods as +5/+24):
Stimpack-A #1: 41, 107, 87
Stimpack-A #2: 60, 60, 81, 91, 50, 74, 58, 84

This is still indicating to me that the bonuses are not working, even with /healdamage.

-Sherk
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