Bio Engineer Archive
Thread: Experimentation Bugs, Problems, and Suggestions
First off...eliminate the separate Organic Chemistry exp, and make it all Bio-Engineer Experience.
That would fix the no exp for making pet stims problem.
And why the heck does this game need special exp for 1 skill of 4 levels....
Second.
The Experimental points are too few...whats the deal...I thought humans had extra points for experimentation...I guess not in this case.
Also...the failure and success values are skewed....as I end up having to keep an eye on the actual value changes to determine how well i am doing.
Yeah you get a failure and things increase sometimes....you get a success and things increase as well....but sometimes it is totally the opposite...no matter what everything decreases.
Also I noticed...that you can spend more exp points on things the higher the percentages are.....but lower percentages dont let you spend many points....
What the heck is with that....
That is definately a problem in the variables...
So anywise...
Another suggestion....make it so that the Bio-engineer Expermintation adds to the organic chemistry stuff and vice versa....heck that what this proffession is for.
We create chemicals and medicines and retro virus and most Bio-genetic manipulation.
The medicines and chemicals as any real Bio-Engineer can tell you is only a by-product of the end results.
oh yeah...and aside from color, we should be able to add other oddity things to the way things look...like extra legs and heads and tentacles...bigger teeth...etc.
This site will not allow me to post stats, but take my challenge. Make several Banthas. Use rotten DNA. Vary any stat. If you take the average hit and divide by the speed it will come out between 75 and 81. You can put 5 points into aggressive and make it hit much harder and slower, the result is the same.
Also, what is prowess? it does not say. By changing it, it seems to have no effect.
Since I am maxed in cloneing, I get a total of like 300 exp per half hour while making pets. I get no experience for experimentation. I get no credit for using good DNA. Why has making creatures been made such a bad way to level?
One other problem I'm seeing with experimentation:
I'm at experimentation level2 (2 boxes filled in) and am using an excellent personal crafting station (+20 or so) and excellent crafting tools (+10 or so) but I literally seem to fail every time I experiement on creatures. Last night I assembled 5 creatures using really tremendous ingredients (900OQ meat + 900OQ flora). In making the dna templates I failed about as often as I succeeded (I think I had 2 failures and 3 successes or 2 successes and 3 failures) which is about what I'd expect from level 2, but I had 5 consecutive failures when experimenting on the final creatures. This just doesn't seem right, and it's consistent with my past experiences as well, where I fail almost every single time. I dunno how people further up the skill chain are doing, but it's pretty darn discouraging and seems inconsistent with experimentation success/fail ratios in other professions.
This isnt so much the expiermintation, but were you can do it.
I had a friend set a basic field kit, wich has a food and chemical crafting station in it. I go up to it, and get no scmatic for crafting vitality healthkits. I used a friends rebel medical droid in the same camp, and the droid allowed me to have the scmatic.
In town, at the public crafting station, same thing, no scmatic.
I have been told, you can walk away, and come back, and get it, but have been unable to re-produce it.
I have had no probleme at any crafting station in any home though.
Aldure,
Schematics with a high complexit level (26+ ?) require a private crafting station. This means a personal droid, ora player crafted crafting station in a player crafted structure. This is on purpose, and applies to all crafting professions.
How about letting us experiment on pre-existing pets, to try to improve them a little bit. Kinda like an Image Designer for pets.
I'm not talking about grafting a t-21 to thier backs, or replacing one Rancor arm with a flame thrower and a rocket launcher....Altho...that would be interesting.....but grafting bone armor to them, or adding permanant buffs to the HAM or damage...(Kinda like slicing does to weapons and armor)
The HAM buffs wouldn't be that hard...It could be something as simple as installing a microchip to the pets brain....Something similar is out in the real world...allows people to regain control of body parts...Basically sending a small jolt thru the existing nervous system, or thru a system of wires attached to the muscles....
It's been done on roaches....effectively making Cyber Roaches...But it doesn't even have to go that far with BE...and I would even be accepting of achance for failure, or permanant damage to the pet depending on your experimentation level.
Ya, What they said... also BE should be able to have an assortment of creatures that are TOTALLY unique to the Bio Engineer profession. not repeats of things that are natural. after all we manipulate DNA and should be able to do some wild things with it as we master this profession. Throw us a frikin bone for putting up with this broken profession so that when you do eventually fix it it will be worth all the extra effort we have been putting out on this, as of yet, completely FUBAR profession.
Nerf herder at large, medium and small.
Ya want fries with that Blurrg?
I'm sure it has been said before....
BE should either be able to make creatures that cannot be gotten anywhere else OR........
They should be able to majorly modify the existing creatures they can make. Stuff like putting armor onto creatures that normally dont have it, raising the armor on the ones that have it now, adding an speciality attack to some creatures that dont normally have it. Changing the shading of the creature would also be an big boon. Heck the taylors can do it to clothes why cant we do it to pets??????
Now face it how kewl would it be to have an red bearded jax that could spit acid and have armor?????
Now that would be an pet that everyone likes.
We should either
1 be able to harvest from creatures we have killed sampling or
2 be able to sample from corpses only once per corpse of corse but each be in a party should be able to sample once from the same mob if they are in the party when it is killed.
The pet stems should be vastly improved.
We should get pet buff packs.
Wookies should be consided an pet
DNA Template assembly appears to be working properly. Good high level DNA in relation to the creature your are creating yields great results and experimentation works. The dna template is fine.
But, the experimentation bug with the actual creature itself is not fixed. You still are given the experimentation screen that appears to give you a huge margin for improvement. You have a great success and *boom* stats from 38% down to 29% with no further room for improvement.
And just one question. I notice that creatures stats are calculated based on 50% overall quality, 30% potential energy, 10% decay resistance and 10% toughness. Can anybody tell me where the toughness comes in. I have never seen anyflora or creaturefood that has toughness. Although there is flora with toughness, such as wood, but has no potential energy. Is toughness supposed to be a determine factor in a creature schematic or is it a bug which is actually reducing all creatures we create by 10% because nothing we use to make creatures has toughness?