Bio Engineer Archive

Thread: Bio Engineer Profession: Cloning (publish 17 update)

ClayRoc
Thu May 12, 2005 8:40 am
#14

What I want to know is, Whats so hard about telling us whats going on, the DEV's are horible for that. You are lucky if you get a, "We know, working on it" You woundn't think it would be to much to ask to let the players, the people who pay to play, know whats happening. Its a horible habbit they have gotten into, and definatly isunfair to us to have to constantly sit in the dark, wondering, "will it happen this week ". The only plus is that many BE's and New BE's are dropping it, making for a good market.


Spazzers
Thu May 12, 2005 9:44 am
#15

I've found that huurtons also have a low fortitude (zero) which allow CL10 animals to be crafted.


The problem is, these crafted animals are pretty lame, even by CURB standards. The minimum damage is so low that no pet will hold aggro from a mob since anyone with the smallest amount of combat will do more damage and pull the mob onto themselves. These animals also have a to hit of 0.0


When specials get fixed we're still borked because the trash DNA will over ride any special the high end DNA has simply because we have to use some much of the trash.


The CURB has really put the kabosh on crafting animals.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
MeciniaLua
Thu May 12, 2005 12:21 pm
#16

This is actually my biggest concern.


My BioEngineer is a Creature Handler.


I mostly make pets, for myself and others, I don't make much tissues ( never had time to get all the resources ) and I've looked at the new med stuff but it looks like it will be hard to break into.


I'd really like to see thecloning fixed.



As an example my 5 DNA samples from Level 22 Fambaas made a level 147 critter....no joke......I can't even sample it






-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
ClayRoc
Fri May 13, 2005 12:55 am
#17

I'm still fairly new to the Bio-Engineering thing, but i hope this helps some of you...


I've found almost everything i sample has a fortitude of 1000, with the exception of Bolle bols, and Veermoks. Which I'm sure most of you have found, you end up making pets with Light or Better armor which makes their CL 150 or Higher.500 or more fortitude will grant armor result inthoseunreasonably High level pets.Now, I've experimented and found that placing the DNA from the bolle bols, which has a fortitude of 0-15 usually, and ajunk hardiness ofabout 150in the physique profile on your template, will result in a foritude of around 400, and the Hardiness about 100-200. You can experiment with your template for higher hardiness (just HP not Armor), but watch the fortitude. Keeping the low end FortitudeDNA in that profile should help correct most of the problems. I just wish i could find something better to sample!All other statistics on DNA don't seem to matter much, as action and mind are useless now. I have not tried to increase their damage either,best i get is about 0-200.As I am notmaster yet, it may be a perfect solution for some of you.Pets don't come out for me at any Higherthan CL 15, but they have about 4-5k hp, which isn't bad, considering the circumstances.


Phaatt Alvert, Bio-Engineer



Yes this does help, I also suggest Narglach DNA this will haelp you get a higher atk. I managed to make a lvl 21 with 72 - 320 dmg with 5k heath with only narglach and bolle bol DNA. Hope this helps
MeciniaLua
Tue May 17, 2005 2:07 pm
#18

What sort of timetable are we looking at for a fix?



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
lammergeier
Tue May 17, 2005 3:14 pm
#19



MeciniaLua wrote:
What sort of timetable are we looking at for a fix?





I'll be better able to answer that when one of the following happens:

when the devs tell me
when I see the code on TC

until then, I don't know.



---------------------"...race you to the cloner!"

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Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
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-------------------------------lammergeier tracker
Xrystal
Thu May 19, 2005 12:47 pm
#20

I was wondering why they designed Bio Engineering to work this way as surely cloned creatures are created from dna from said creature dna .. hence the word clone.


So, was thinking if ever they decided to work on the Cloning part of Bio Engineering they could see if its viable to do something like this:


Body DNA Strand : DNA of the creature you want it to look like


Size DNA Strand : DNA of a creature that is of a specific size


Life DNA Strand : DNA of a creature with a specific health value


Combat DNA Strand : DNA of a creature with a specific combat level


Aggressiveness DNA Strand : DNA of a creature with either Aggressive or non Aggressive ability


<<< Add here any other details that exist that differentiate the types of creatures >>>


Special Attack 1 DNA Strand : DNA of a creature with a specific Special Attack 1 ability (optional)


Special Attack 2 DNA Strand : DNA of a creature with a specific Special Attack 2 ability (optional)


Special Attack x DNA Strand (as many as exists) : DNA of a creature with a specific Special Attack x ability (optional)


I'm sure there are other areas to consider but here goes anyway.


Once these DNA Strands have been added the game could then, based on succes level of crafting, generate the basic dna of the resulting creature. Only the Body DNA should be static. The rest should have a low level range and a high level range around the value used in the DNA. Engineers can then experiment on the DNA element they want to affect (Special Attack adjustments could vary the hit points for that attack).


Of course this would mean a change on the cloning branch of experience. Perhaps instead of the type of animal you can create climbing the branch will allow you to create higher level creatures.


Novice Bio Engineer (Level5 Max)


Cloning 1 (Level10 Max)


Cloning 2 (Level25 Max)


Cloning 3 (Level40 Max)


Cloning 4 (Level55 Max)


Master Bio Engineer (Level 80 Max)


Well, thats my idea thats been jumping through my mind the last few days so I thought Id put pen to paper so to speak. I apologise if the idea has already been suggested.

miodac
Thu May 19, 2005 12:57 pm
#21

Whilst many things are possible, rewriting cloning given the devs workload just making the game work right now I would suggest this aint going to happen.






IGN: Tuxatl
Linox
Fri May 20, 2005 2:21 am
#22

i think that the devs ran out of time. So they simply made some stats way to high so that no1 could really use it. And they disabled the specials. Isn't it strange that A the specials are invisible and B the specials cannot be trained nordoes the pet not respond to it anymore?I think that it indeed takes too much time to balance the normal profs, bh, jedi, pve and then also the pets vs all those profs and pve. A mCH can have 3 pets and that is a total of 6 specials which could mean kd/disease/poison/you name it. And in post cu that would be a little powerfull. And pre cu pets are WAY to strong for the post cu. i still have some pre cu pets. And they simply can't die, their armor is as hig has someone can have with 10000 armor. And their hp is around 12k. And that 3 times.A knight could not even kill em lol.
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