Bio Engineer Archive

Thread: Dev Feedback To BE CU Issues

Giftmacher
Tue May 03, 2005 3:38 am
#14






ArthurDentOnBria wrote:


Yes, the answers to#2 and #3 are somewhat disappointing, but at least we know that they read and comprehended the concerns. My take on this is, if we want to persue either of those issues more, we need to gather some additional "ammunition" of facts and data to support the view that they are problematic, and ideally offer a proposed solution.


That's something the next correspondent can work on






If it's ammunition you want I'm happy to oblige. I'm a Doc and regarding point 3 I've got to say I'm not interested in buying buff enhance packs. Here is why:


Currently the base buff is 10% on everything with varying duration times up to 40ish minutes if I use an enhancer I still get 10% with an added few minutes duration. Bearing in mind I can apply buffs anytime/anywhere I like, why on earth would I pay money for extra duration on that buff?


It makes no sense, not only do I not wish to clutter my inventory with these things I also can't figure out for the life of me why I would want to buy them; duration is irrelevant to me and the buffs don't last long enough for it to be relevent to anyone else. If a non-doc is going to need the edge buffs give then they are also likely to be grouped with a Doc, no need to worry about trips to Cnet now. Sometimes I wonder if the devs actually realise how these skills work.


Gift.


Ryka_gorath
Tue May 03, 2005 8:20 am
#15

Question: What's the scoup on medical enhancers? They seem to have relatively little benefit, an extremely high resource cost, and lots of usage problems.



Background: The medical enhancers were added to the bio-engineering tree during the CU, and people are given the option to re-spec into bio-engineering primarily so that they can make these products. But the products require an unprecidented number of rare and difficult to get resources, in addition to a very large number of components, and there are lots of reports of them not providing any benefit to doctors/cms who have tried to use them.


Answer:
The resources in the enhancers should have been mirrored to use the old doctor resources. A high level enhancer should give you a 20%-30% enhancement to the skill being used. While this is much lower than what the old doctor buff provided, it is inline with the new system.




Iwas adoctor and now a CM- the CM stuff does indeed change the effect...some things like tramatize is not worth an enhancers as it just adds like 20 secs of time. However the neurotoxin adds damage and the Deutrium toss also adds damage. All CM healing things are very benificial.


The doctor stuff is totally usely. It adds a few minuets of duration onto the buffs but DOES NOT Enhances ones regeneration rate OR Health pool any further then 10%!!!! Docs are very unhappy/most are quiting, either going with another profession or just quiting all together. i know my master doc went CM cause Doctor is useless to me. I can say that I have made like 5 packs of each doc med. I have had ONE sale....while the CM stuff flies off the shelf....(less the tramitize and thyroid rupture-these have been reported in the CM forum as just adding 20 secs to the effect...doesnt add damage or better de-buffing).



The next time you talk to them I think you need to make them aware of the serious issues these enhancements poss. Docs wont use them as they cost to much and do NOTHING...even if they cost 200 credits I still think they wouldnt buy them...the energy to come and get them would be to much for them.
Atobusarragra
Tue May 03, 2005 9:23 am
#16

Point 3:
The resources in the enhancers should have been mirrored to use the old doctor resources.


Is a complete lie! Double check the old med schematics. You will find alost nothing has been mirrored.
SioBabble
Tue May 03, 2005 9:39 am
#17


One thing the CU has done is to rendor rancor bile unusable as a substitute for dispersal mechanisms. Here's why:


There is not a single CM enhancement that requireds fewer than 7 identically serial numbered components. I've never seen rancor bile drop more than 6 units at a time.


Hence, rancor bile is now worthless as a substitute for dispersal mechanisms.


Just another fun nerf of the CU.


Arthur, the answer to #3 is pathetic, so typical of these mealymouthed developers who I have no confidence that they know what the heck they're doing. But since crafting, across the board, is clearly something that SOE/LA want to go away, I'm not surprised.


Message Edited by SioBabble on 05-03-2005 09:40 AM




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obeewan
Tue May 03, 2005 1:10 pm
#18


Question: What happened with pet stims? Was the reduction in usefulness of them intentional? Why don't pet stims made before the CU work?



Background: Before the CU, pet stims were useful because they allowed modest-sized heals to all three pools of the pet. Pet regeneration was slow, so they were useful both during and after combat. Now in the CU, the power of pet stims has decreased dramatically. That together with an extremely high pet re-gen rate and a much longer (60 sec) timer between heals makes pet stims completely useless in most people's eyes. There is also a problem where no pet stims made prior to the CU work.


Answer:


The original purpose of pet stims was to give CH field viability without a doctor or medic nearby. That basic premise has not changed. That being said, if you are finding that the stims are now now worthwhile because of the high regen rates, we will certainly look at it (added it to my list).



************************************************************************************************************************************************************************************

I hope they don't think we're complaining because of the high regen rate, personally, I'm complaining because of the 60 second timer and the low grade conversion makes them worthless. My old 1100+ C's got cut to (memory here) 450, but post CU using old ingredients I make 970's.


pardon the red



Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Chek
Wed May 04, 2005 12:26 am
#19


Answer:
The resources in the enhancers should have been mirrored to use the old doctor resources. A high level enhancer should give you a 20%-30% enhancement to the skill being used. While this is much lower than what the old doctor buff provided, it is inline with the new system.


I have been a master doc since November 2003, and this is completely wrong.


None of the buff packs took more than 3 sub components from a factory crate. Each required 22-28 units avian meat and 22-28 units of reactive gas (action packs could use any organic and any inorganic). All Buffs used 2 or 3 BEC's (depending on the pack), 2 CRMD's, and 1 Solid Delivery Shell.


Stim A's only took 8 units inorganic + 8 units organic and had no optional or required components.

Stim B's only took 1 BEC, not 2, and only 12 units of inorganic + 12 units organic.


Stim C's only took 1 BEC, not 2, and only 14 units of inorganic + 14 unitsorganic.


Stim D's only took 18 units of organic+ 14 unitsfiberplast, 1 LS, 1 CRMD, 2 BEC (or used the adv version).


Stim E's only took24 units of berries + 16 unitsfiberplast, 1 LS, 1 CRMD,3 BEC. Not Tat fiberplast (or used the adv version).


Also CM Meds never took iron of any kind, wheat, bone, hide, greens, polymer, inert gas, crystalline gemstones, flowers, reptile meat or copper of any kind.



And Doc buffs never took metal of any kind (including dolovite iron), wheat, bone, hide, greens, polymer, inert gas, crystalline gemstones, reptile meat or copper of any kind.


For the CM Schems, pre-cu, you can go to Schematics>

Message Edited by Chek on 05-03-2005 02:38 PM



Myralana
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Fion13
Wed May 04, 2005 9:34 am
#20

The Bacta Toss enhancers that I got after conversion (from all my woundpacks, so I got like 15 lmao) seemed to have increased the healing rate by about 50pts. I've since used them up and dropped bacta shot to pick up support IV. It's to bad there isn't an enhancer for jab :/


Also I noticed that the basic subcomponants are there, but no scematic uses them. I do hope this means that all the low end enhancers and stims (like bacta shot, stims A-B) are supposed to use them, not the advanced ones.


Personally I dropped the creature making parts of BE so I could master a combat profession and still have some merchant skills and better medic skills. Then I looked at the requirements for the new items, and the subcomponants for those new items.. and I felt like a deflated balloon. Some of the requirements are just crazy and RARE.


Considering it's already nearly impossible to find a doc, even on a high pop server.. I've considered dropping BE all together for doc.



Fix the forums so they work properly with Firefox! PLEASE!
Eskie
Wed May 04, 2005 9:40 am
#21



Fion13 wrote:
(...)
Considering it's already nearly impossible to find a doc, even on a high pop server.. I've considered dropping BE all together for doc.




There is a reason docs are respecing out of the profession - I wouldnt pick it up currently, CM is far more effective in healing, buffs are useless instead of overpowered now, and wounds can be healed if you log out in an auto-healing location.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
ArthurDentOnBria
Thu May 05, 2005 12:02 am
#22

There are some other ones of interest to the community:


creature handler


tailor


doctor

Message Edited by ArthurDentOnBria on 05-04-2005 12:02 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Spazzers
Thu May 05, 2005 12:22 am
#23

Something tells me my decision not to bother with the enhancers wasn't such a bad decision after all. There aren't many people that are left to buy them anyway. At least doctors got answers to their questions, even if the answers were bad. Politicians were simply told they were outside the CURB (read; ignored).


I guess I won't worry about crafting twins for pets anymore either. It's all about the highest level tank that does the most damage. No point crafting creature handler animals until specials are fixed anyway.




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kiowa27
Sun May 08, 2005 3:12 pm
#24

any further word on pet crafting(among other issues)? I've completely dropped BE atm, if they fix my profession of choice I will be back, but until then I'm sporting a nifty lvl 80 above my head and harvesting my rump off
MeciniaLua
Sun May 08, 2005 8:16 pm
#25

Why is it being actively developed now after release about our Pets. I am mostly a BE to make pets, not because I want to make other stuff. I am finding it hard to make any pets.


I sampled a level 22 fambaa. 5 Samples. All from the level 22 fambaa. I took it back and got some 147 level creature with stupidly sad stats ( worse than my level 20 pet ).


I sampled some level 20 critters nd came up with an equally ridiculous high creature level and equally sad stats.


This is game breaking for my BE.





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lammergeier
Mon May 09, 2005 1:10 am
#26



kiowa27 wrote:
any further word on pet crafting(among other issues)? I've completely dropped BE atm, if they fix my profession of choice I will be back, but until then I'm sporting a nifty lvl 80 above my head and harvesting my rump off





no word yet... but take heart. TC still doesn't have vendor items, bonus xp, OR RotW content... so it might be that the devs are working hard.

I expect the devs have a lot of things to work on right now.



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