Bio Engineer Archive

Thread: Tissues Bugs, Problems, and Suggestions

Scorus
Mon Sep 08, 2003 9:37 am
#14

1) They can't be made in factories. This makes them much less desirable to tailors and chefs.

2) They require resources which are either not in the game or not available in sufficient quantities.

3) They buff skills that were removed in beta.

4) They do not always show their bonuses when put into tailored clothing.

5) They do not usually (ever?) show their bonuses when put into chef creations.

6) Most, if not all, of the bonuses that they are supposed to give in tailored clothing are not actually given.

7) The bonuses in tailored clothing don't show up on the character sheet after relogging, if the item is unequipped after relogging then the bonus is actually subtracted from the normal skill rating. The only way to have it showing correctly is to unequip it before logging out and then reequip it after logging back in. Of course that doesn't matter as much at the moment because of 6.

8) When put into a bazaar, they end up listed under 'items' instead of clothing components or food components.

I think I've forgotten some...



Scorus
Spazzers
Tue Sep 09, 2003 12:11 am
#15

I love that fish trap idea. Fish should be harvestable in useful quantities just like any other critter.


I've made constrictor cloth that didn't work. Chariga uses fish and buffs nothing useful so why bother. The only marketable items in the tissue branch are vita packs of various types and pet stims. The rest of the items are useful for xp and nothing else.


Make the items work before you make them available to a factory. No point making a bunch of items that aren't useful.


I've talked to all the master BE's in my galaxy and none of them are happy with the tissue branch except for pet medicines. I get the benefit of not wasting my time and resources on items they've already pulled their hair out over.




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"
Jaxidian
Tue Sep 09, 2003 5:24 am
#16

BUG: Pet stims/vit packs cannot be crafted at a public crafting station, only a private crafting station or with a crafting droid.



-----
Jaxidian Du'Kaaste (Master Bio-Engineer/Master Doctor)

Drunken Badger Shopping Mall on Talus (-1000, 500)
-----
CheeseKate
Tue Sep 09, 2003 12:18 pm
#17

I have two ideas for additional items a BE can make with the Tissue Engineering skill.

One, tranquilizers. Something that really irritated me as a BE was the fact that in order to grab DNA samples from animals, I had to bend over and play with my shoelaces. And nine times out of ten, the animals walked away as I was sampling DNA from it and it was very quickly "too far away". I know there is a way to bypass this, but in my opinion, we shouldn't have to find a way around it. We should have a method of DNA sampling that works, not one that we have to bypass.

Tissue Engineering gives you the ability to make vitality packs and pet medpacks, so why not tranquilizers? Weaponsmiths could be given the ability to make tranquilizer guns that BEs used to tranquilize the animals they want to sample DNA from. This is more realistic anyway, since animals would not willing let you stick a needle in them. The effectiveness of tranquilizers could grow at a rate of something like:

The risk of failing in your DNA sample doesn't have to stop just because you use a tranquilizer on the animal. For low level BEs, there could be the possibility of a) having the tranquilizer not work or b) having it not work for the full time it takes to take a DNA sample.

Two, pet dyes. Pet dyes would be reserved for radical colors (neon colors, red, blue, green, pink, etc.) and they would be temporary.

As the duration grows stronger, the more colors are granted to BEs. So maybe at novice BE, they can have a couple colors and then it can expand by three to five colors with every training of a Tissue Engineering skill.

I also think there should be two types of dyes, not just one. Hair dye (for scales and manes -- think greater sludge panthers, squills, or tybises) and fur dye. This gives a pet owner the option to have a My Little Pony look alike tybis by dying its hair pink and its body blue. It would also be neat if the dye wore off instead of just disappearing one day. So the hue of the animal would become gradually lighter over the course of say, two (Novice BE to Tissue Engineering I) to five days (Tissue Engineering IV and Master BE), and after the second / fifth day, it would disappear.

I highly suggest that the dye be very simple to make and not cost a lot of resources (ie: maybe four to six resources of water and chemical). That way the dye isn't overpriced as it might be if BEs have to use a lot to make it -- it'd be an object that would be fairly frequently used (I'm guessing) and so it wouldn't make sense to make it hard to come by.
ArthurDentOnBria
Tue Sep 09, 2003 3:46 pm
#18

1) I think we need something to combat the growing impression that tissues are crap and don't work, and do more harm than good. Very meaningful, clear, verbose destriptions on bonuses on the items and what they do. Also, as someone else mentioned, getting messages that essentially says "this enhancementis working, and not borked" when it is used, is probably a good idea, as silly as it sounds,seeing as how bad a reputation bio enhanced stuff has gotten in some circles. Seriously, we've all seen the arguments about whether something works or not, people are going to assume from now on that a tissue doesn't work unless they are beaten over the head with its working functionality.


2) Food supplements. It was mentioned that supplementswill beimproved, but I think this needs to be re-evaluated. It is my belief that because of what the market is (or is not) for chef's buffs, any supplement, no matter how great, had better cost the chef less that 100cr/ea (which means it had better cost the BE less than 50cr/ea)to put in his food or else there is no way for either the chef of the BE to profit on it. Food supplements obviously have to be able to be factory produced, and factory added into food. My suggestion is to cut the amount of ingredients by a half (or more) and give their effectiveness at least a 4x or 5x boost, otherwise I seriously doubt they will ever become a viable product. If as a balancing thing they need to make some of the components more "specific" (i.e. wild meat instead of meat or whatever) that is fine, so long as the quantities are very very low.


3) The egg/fish/domestic meat thing is outrageous. I still don't understand why this has such low visibility. Please change them to Nabooian berries, or Corillian greens or whatever but at least give us a *chance* to collect these items.





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%


InsomniaRado
Tue Sep 09, 2003 3:56 pm
#19

I don't know about mollusks, since I can't harvest Mon Calamari. And I don't think I've ever seen milk (not that I've spent much time /forage'ing either).


But you can get domestic meat by killing Humbabas on either Talus or Corellia - not sure where else.


--Insomnia

Plageron
Tue Sep 09, 2003 4:03 pm
#20

I will tell you what we need, we need to have the compnents we make usable by anyone who wants to use them, not just by a few select proffessions.

We need to be able to use what we make, and in some cases enhance things our selves as more of a service to others...

Thats what we need.

That would fix the Tissue problem in like a few moments.

Right now only a Chef or Tailor can use most of our stuff...but they are not the ones who use those items nor really care about them...(yeah since when is a Tailor going to wear 20 cloaks, when is a Chef going to eat 50 spiced teas)

SO in this case, we can only provide for like a small...very small percentage of the player population...
.05%

If we could give our Bio-Nutrient supllemnt to other people...like say a SMuggler to enhance their drugs, or even a normal person....to enhance their own stuff or what ever they buy...this would increase the value and useful ness of the item 10 fold.

Right now a Weapon Smith and Armor Smith make repair items and an artisan can even make enhancement items to weapons that anyone can use.

But no...we can give our stuff to a chef....if we can find one...who will not take much of our stuff...becasue the cost to make the items is alot larger than normal...

or we can give our stuff to a tailor...who can put the cloth in certain cloths.....wooo hooo a crappy looking shirt or something...that most people wont buy becasue it does not match their style

When most people would rather be able to add those abilities to what ever they are wearing...they choose the oufits for a reason.

Yeah...so what am I saying?
...I am saying a simple an ellegent cure is to eliminate the whole needs to be put in a crafting device by select people.

And turn the items into a they can put the item on things with slots or things that can normally be enhanced.

Yeah how tough is that?

not tough at all.

WOuld cure many problems and make it add to the possibilities of play.

Yeah what was that on the post...well items of the same statistics being placed in the crafting device cancel out other items of the same types..

yeah well if it just added to something....like I take the +2 cloth and put it on something, it gets +2...then later if it has the slots for it....another +3 item...then it would gain a +5...

That would be a far easier coding then using the complex crafting device style.


Heck you have the plugins already coded for stuff like that...how tough would it be to make a few modules.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
LuciusScipio
Wed Sep 10, 2003 1:46 pm
#21

A big thanks to the Devs for finally fixing the exp bug where you wouldn't gain exp when in a different planet (or offline) from someone who was using your myoflex or constrictor cloth to make clothing. I just noticed it two nights ago. Thanks for the fix!



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
RandDarkstar
Thu Sep 11, 2003 1:34 pm
#22

I disagree with Plageron. We are a support class. Our cloth and food supplements are designed to ENHANCE food and clothing and that's it. Tissues are fine for that. Pet stims/vitality packs can be sold to anyone with a pet. These are the things that need fixing:


- Factories need to work for all items we can create


- scematics need to be reworked to avoid impossible to obtain supplies (milk, eggs, mollusks, seafood) or give us the ability to gain them in much much higher quantities


- If schematics work or not, we need to know which ones provide a bonus, and the others that do not to be fixed. No reduction of stats with removal of clothes or relog of character


- additional schematics added and some removed. (business accumen) We need to offer skill modifiers to all classes not just scouts/medic/entertainers. I'd like to eventually see a schematic for every skill in the game.


- pet stims are horribly weak. We are an elite class. A novice medic that gets up one skill in med crafting can make a stimpack-B that works as well as our petstim-A at a reduced cost. Give us a reason forours to be hunted. Pets have huge HAM levels and these could do alot more wound healing. Increase cost? Sure. But massively increase effect.




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

LisaE
Thu Sep 11, 2003 4:52 pm
#23

Speaking as a Tailor and a BE we are not (BE) a support class. We are a fully formed and functional class that adds many things to the game. We can stand alone and survive.


Once we get unbroken .


The statement that we are a support class relegates any non Fighter class to that same secondary niche. Architects, Armor Smths etc. After all, without the Fighters who uses our items ?


A synthfuel pump specialist is a support class My droid is a support class


Not me.

Piso
Fri Sep 12, 2003 11:56 am
#24

Hello fellow BE's


I don't know if this is a bug, or if I just can't figure out where I need to be, but I have Tissue Engineering I and it says under the skill tree that I should be able to craft Pet Vitality Pack A's...however, no where in my food and chem crafting kit can I find the schmatic for a Pet Vitality Pack A...


Anyone know the answer?


Piso <Novice Bio-Engineer> Shadowfire

ArthurDentOnBria
Fri Sep 12, 2003 3:49 pm
#25

Piso,


I don't know for sure off the top of my head what your problem might be, but you *do* get the ability to craft pet vitality packs at tissue 1. It in the same category as the pet stim packs ("tissues" I think it's called?). Anyhow, when you are looking for it, are you standing next to a chem crafting station or a chem crafting droid? I wouldn't be surprised if it requires one (don't know, since I'd never dream of crafting a vitality pack without the ability to experiment on it).





Piso wrote:

Hello fellow BE's


I don't know if this is a bug, or if I just can't figure out where I need to be, but I have Tissue Engineering I and it says under the skill tree that I should be able to craft Pet Vitality Pack A's...however, no where in my food and chem crafting kit can I find the schmatic for a Pet Vitality Pack A...







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%


Hoy_Sam_Yat
Sat Sep 13, 2003 12:39 pm
#26

Just an idea to make pet stims more attractive.


When a pet does its trick only the mental wounds should be healed, not also the mental damage.


Like only health and action wounds can be cured by feeding the pet, not the whole HAM bar.


Also, make normal medic/doctor stimpacks only work on humanoids (that doens't include pets that are humanoid, if such exists).


Takae, Lowca

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