Bio Engineer Archive
Thread: 19 answers
Thunderheart wrote:
Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.
Based on giving the profession a realistic feel, the profession in the game is not an exact science either. As such, all of the formulas are non-linear. There are random elements designed into the process.
Is it at all possible to clarify those "random elements" for us?
We like the fact that it is a non-linear crafting system (thats why we are BEs), but we need something OFFICIAL on how we can at the very least try to understand the entire inner-workings. Frankly, and I hope you have realized this, the "Advanced BE Guide" did not answer any questions that other players had not already figured out months ago.
Finally, andmore importantly, since there are "random elements" involved, are you going to let us see the (rough) CL during assembly and experimentation?
surreal2000 wrote:
Why is specials so far down on the list? I mean HAM and combat tables are well and good, but the specials that haven't been working as intended are shuffled to the bottom of the list? Doesn't seem to make much sense to me...
The professions who have the most working specials seem to be the flavors of the month. I really TRULY do not want to see any profession get nerfed. I just want to see all my specials work the way they say they will in the skill tree, no matter which profession I pick up.
Why is it going to take more than a year post-launch to make this happen? Now you are saying that it isn't even on the schedule?
Man...re-reading this post, it sounds like a harsh post, so I will end it on a good note and compliment on something that I think went really well: The chef revamp. KUDOS!
Well, they are still valid, positively presented questions ![]()
Why is specials so far down on the list?
They have to be coded in a specific order because the first item is a foundation for the next, which is a foundation for the next and so on. For instance, if we balanced all the specials tomorrow, they would all be connected into bunches of numbers that are effected by the current system. Then when the HAM went in, all the specials wouldn't work properly because they would have been based on different time delays, speeds, etc.
The order in which they are presented is very much the order in which they have to be designed and coded.
I really TRULY do not want to see any profession get nerfed.
Well, in essence, all of the combat professions would be "nerfed" simultaneously, so it shouldnt feel like a nerf, it should feel like a change in gameplay - - which is why the majority of the combat balance has to be done at the same time. Some abilities will increase, others will decrease and all the specials will be useful. To do that, they have to be "balanced" (hence the name).
Why is it going to take more than a year post-launch to make this happen?
LeBob wrote:
thanks TH
I won't nag you about these anymore![]()
LOL - Thanks Bob ![]()
Thunderheart wrote:Why is it going to take more than a year post-launch to make this happen?
It's not.
Cool. So you're saying the Combat balance will be live by June 26 then?
She's got a point Thunderheart.
Lexy wrote:
Thunderheart wrote:
Why is it going to take more than a year post-launch to make this happen?
It's not.
Cool. So you're saying the Combat balance will be live by June 26 then?
Thunderheart wrote:
Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.
Based on giving the profession a realistic feel, the profession in the game is not an exact science either. As such, all of the formulas are non-linear. There are random elements designed into the process.
I really wish the devs would learn that random isn't fun.
Thunderheart wrote:
LadyLeala wrote:
DOES THE QUALITY OF THE ACTUAL CRAFTING STATION MODULE MAKE ANY DIFFERENCE ON THE CRAFTING PROCESS?
Can you please clarify that just a tad? Thanks very much!
Nope. It neither adds nor subtracts from the process.
Bliznit wrote:
Thanks for the info TH,
Great to see some communication, lets us know that you REALLY care
I look forward to more questions and answers next week!
Bliz
where do you see this great communication????
it has taken him 5-6 months to answer 19 simple questions and 4 where the same question....you do realize under his new plan of 1 question every week means that it will take months to address the top 5 issues...
communication is now nonexistant...even the correspondants are in the dark 98% of the time
Naufragus wrote:
Thunderheart wrote:
LadyLeala wrote:
DOES THE QUALITY OF THE ACTUAL CRAFTING STATION MODULE MAKE ANY DIFFERENCE ON THE CRAFTING PROCESS?
Can you please clarify that just a tad? Thanks very much!
Nope. It neither adds nor subtracts from the process.
Architect: What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended.
Dont your two statements contradict each other Kurt?
I am unsatisfied with your ongoing attempts at communication...I ask Q to get someone up to the task
PS ---YOUR CUTTING AND PASTING FROM A DIFFERENT PROGRAM AND/OR THE USE OF HTML TAGS MAKES IT DIFFICULT TO QUOTE YOU
What he ment is that the CRAFTING TOOL AND CRAFTING STATION (you know those things in your house and in cities?) affect the chance of success of failure during the assembly and experimentation stages. However, DROID CRAFTING STATIONS do not affect the outcome (only the tool would if a droid was used). So in shorter terms - use crafting stations for serious experimentation stuff, use droids for quick-on-the-go stuff.
Hope this helps ![]()
Naufragus wrote:
Thunderheart wrote:
LadyLeala wrote:
DOES THE QUALITY OF THE ACTUAL CRAFTING STATION [DROID] MODULE MAKE ANY DIFFERENCE ON THE CRAFTING PROCESS?
Can you please clarify that just a tad? Thanks very much!
Nope. It neither adds nor subtracts from the process.
Architect: What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended.
Dont your two statements contradict each other Kurt?
I am unsatisfied with your ongoing attempts at communication...I ask Q to get someone up to the task
PS ---YOUR CUTTING AND PASTING FROM A DIFFERENT PROGRAM AND/OR THE USE OF HTML TAGS MAKES IT DIFFICULT TO QUOTE YOU