Bio Engineer Archive

Thread: Cloning Bugs, Problems, and Suggestions

EyeDye_SWG
Sun Sep 07, 2003 5:10 am
#14

Broken "bugged " pets need to be fixed and become tamable. Experimentation needs to be fixed, it ends up lowering the stats and has buggy behavior (stats lowering on sucesses and sometimes raising on failures???)



"The only thing necessary for the triumph of evil is for good men to do nothing"
...Edmund Burke
EvesOwner
Sun Sep 07, 2003 5:46 am
#15

If the Devs are going to hold off on putting in the BIG cloning changes (for whatever reasons, valid or not) can they please simply ADD a large number of creatures to our clone list?



Hey, how about fixing factories so they work for us?



How about fixing ALL tissues so they work in their finished products?




Long term suggestions. The above needs to be fixed before anything else:



Once tissues are fixed, add more tissues so we can help create even more skill enhancing things.



Add new BE products that allow us to directly enhance pets and other players. Specifically, implants of somekind. There should be a limited number of implants that can be used. They should need a BE and DE to create (though for once I would like a BE to be the profession that create the final product), and should require a Doctor to install. Implants should increase things like any of the stats, travelling speed, accuracy... (there should be active and passive ones).




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Bio-Engineering is still THE most broken profession. Yes, that's right. Even with the first fixes for bio-engineering half of skills produce products that are worse then what can be found in the wild. For the record, DE is not as broke as BE (stuff works it is just that a lot doesn't make sense).
EvesOwner
Sun Sep 07, 2003 5:47 am
#16

Seems I cannot read. Please ignore all items in my prior post that have nothing to do with cloning.



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Bio-Engineering is still THE most broken profession. Yes, that's right. Even with the first fixes for bio-engineering half of skills produce products that are worse then what can be found in the wild. For the record, DE is not as broke as BE (stuff works it is just that a lot doesn't make sense).
Tal-N
Sun Sep 07, 2003 10:12 am
#17

I'll swip repeating the changes that were already mentioned in the designer report for the simple fact it's redundent asking for what has already been implemented (or being implemented) so this is more along the times of expanding on cloning.


Extinct animal creation using DNA from fossils and artifacts


I suggesed this a long time ago but it would be nice if there was a database of animals that can no longer be found in the wild but you can gain the blueprints for by extracting the DNA template from fossils and bones thus allowing you to re-create these animals. Since the cloning methods have changed this new creatures would actually be new bodies for us to use in the clones. Also I'd like to see special moves and traits which can be found via methods like these. However in these cases you get a single dna sample rather than a new template. This would be the equivilent of 'slicing' locked containers but for bio-engineers. Someone loots or finds the item, sells it to us or something, we then attempt to extract the dna or a template and success or failed is based on our dna sampling skills. A moderate success might give us a dna sample with a special trait, a failed destroys the item and a good success gives us a blueprint for an extinct animal. We then have a small side quest for bio-engineers as they try to gather all of these extinct animal blueprints.


Size of animals and existing clone customizations


It's not been mentioned yet but we could really use the ability to alter the size of the animals both before and after creation. In the case of existing clones there is however a conditions, you can ONLY alter the appearence of the clones if it was made by you. This means if someone brings you a dewback they want turned blue but it's made by someone else you can't change anything on it. This creates repeat bussiness for specific bio-engineers and can only work for clones, not wild animals which have been tamed.


Clone experimentation needs to allow us to raise and LOWER stats


It's clear we're going to have alot of control over the new clones, however I wonder if they will allow us to also lower the stats if we find that we've gone a little over the spec required for the clone. Since the CL rating is critical we don't want to make a pet for someone who wants it at CL15 and find you are actually CL16. That would lead to alot of wasted materials and frustration, customisations needs to work in both ways. Increases AND decreases.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

ChefMasterJedi
Sun Sep 07, 2003 8:11 pm
#18

Just a thought about balance. Noticed someone wanted our pets to come with attack, group, trick, etc prelearned. Even thought the most recent hotfix kills my idea, I'll go ahead and suggest it.

The pets should come with ONLY the "transfer" command pre-trained. I.E. when they are tamed, they automatically know or have the ablility to be taught the transfer command by anyone.

This relatively simple fix, coupled with a reversal of the most recent hotfix (all non-agro CL15 and less pets are "trade-able" by anyone). Would do wonders for our marketablity and also solve some existing problems that have been fixed and re-fixed over and over.

PROBLEM: We need CH to train our pets, but they would rather get their own from the wild.
-->SOLN: If our pets can be trained transfered by anyone, and CL15 and less wild pets can't(including those trainded by low-level CH), we now have the ability to sell our pets to CH, who will actually WANT to buy our pets because they are the only ones they can then resell to non-CHs. Master CH are still happy because they still have high-end CL15 and greater market and a "transfer" command that works as intended.

An elogant solution to a delicate problem. Might be hard to code, but I think mutch better than the current solution.

Eventually something will have to be done to help us in the high-level to Master CH market though ideas have already been suggested in this thread that should help in that department.

Yes we would still be reliant on CHs but at least this way, we won't be forced to take a profession (CH) that many don't want to take in order to be viable. CHs need us and we need them as it should be.

Some problems the solution creates. Only one really that I see. You'ld have to decide our pets with CL greater than 15 should have the command, as it would allow for maybe unintended trading between low-level CH and another low-level CH that might should be limited to high level CH to low-level CH. Course we still get their business, so I wouldn't mind much either, especially since many CH don't even go up the Management line.

Anyways, just my 2 creds.



Xeivier Id'Yka
Master BE
Pistoleer 0/0/4/2
Ranger 0/0/3/0
TraumatizedMonk
Sun Sep 07, 2003 9:09 pm
#19

Please read this Devs!! Everything everyone has said is valid and should be considered. Much thanks.



----Abekafo Smee----
Trickshootist Rogue
Khrath
Sun Sep 07, 2003 9:11 pm
#20

I suggest completely overhauling the way you design a creature.


The current system is stale, lacks luster, and is far to limiting.


We take the building blocks of every animal out there, we should not be limited to having our final goal, being able to produce a couple of differen creatures.


My suggestion on the complete overhaul is this.



You have 6 levels of cloning. Novice BE, 1, 2, 3, 4, and Master BE.


Instead of giving more templates that nobody wants with each level....don't give templates at all, instead add additional variance and customizability to a genetically engineered creature made out of the bits and pieces of other monsters, that we build as we see fit.



You have one template, an empty one, with slots for holding bio engineer crafted customization items.


How many customization slots you get, is based completely on your cloning skill.


Customization slots could include things such as Armour Types, Resistances, Body Type, Skin Color, Creature Mass(size), Combat Speed,Combat Damage, Combat Damage Type, Non Hostile Demeanor, Basically anything that can be different on all the animals in the known universe, a BE can craft a genetic soup that can be used in creating a genetically engineered new animal.



The Level of the creators Tissueengineering or dna sampling would base what different versions of the genetic soups you can create.....whichever deemed better suited.....this is the cloning overhaul suggestions, not entire line....so i'll leave that up to the powers that be.


There is no need to make genetic soups gain in power as you raise the level of your skill, because the benefit is in being able to use more of them per creature.. And instead of having an armour 1, armour 2, armour 3, you have 1 armour level you can craft, and can apply several of them into the additional slots you get as your cloning skill goes up.....each giving a certain percentage per one used. Now we would want different armour types though.



Body type could direcly base the HAM a creature has, but also there would be HAM boosts that are added like armour etc, so you wont e stuck with a buncha of creatures mimicing theliving ones. Imagine a rancor with low HAM, who hits super hard and is resistant only to kenetic......now you see where custom crafted creatures can have awesome results basedon the situation...that would make an awesome tank, but be really vulnerable to missle combat, unlike the natural rancors.



That aspect alone would have people knocking down BE's doors asking for pets, custom pets, not just what a CH can make, with a tiny HAM increase.




let us be bio engineers, not factory workers who assemble the same thing over and over.

Chewarra
Mon Sep 08, 2003 1:20 am
#21

What I like to see is a wider variety of creatures we can create. Either we get that automatically, or we have to find more through research or through quests.

The level of the BE could be responsible if the creature is "weak" or "strong" or "frenzied", which should correspond to how powerful our clone is.

On top of that, I would like to see the creature level of the clone I just created, and should it be, that we can add skills like spitting or armor then it certainly needs to shown on the final product.
GreenStok
Mon Sep 08, 2003 4:11 am
#22

At this point I suggest you list all the bugs and list them and ask if anyone has any more.



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Wapcaplet
Mon Sep 08, 2003 4:18 am
#23

Make DNA with specific qualities come from specific creatures: I really like the new DNA system whereby the DNA template determines EVERYTHING about the creature. if we're going to do this, lets makeDNA sampling less random by allowing us to target specific creatures if we want specific DNA qualities? Want high HAM? Sample a ravenous torton. Want sky-high resists? Jab a Kimo. Armor? Archane webmaster. Intelligence? Slice hound. Aggression? Mountain squill.


Make sure the variation in DNA is accompanied by a variation in CL source. You should be able to get armor DNA from sources all the way from gualammas for making CL 10-ish clones, to rock beetles for CL 15 all the way to archane webmasters for CL 30+ clones.



Tobywan


Bloodfin




Tobywan Kenobite
MASTER BE
Vendor -317 5459 MASC City, Naboo
BE Pets, Petstims, Chef Tissues and Tailor Tissues!!!
M.A.S.C.
Tal-N
Mon Sep 08, 2003 5:39 am
#24

Just so you know, the creature designer on the CH boards said a while ago they're going to remove armour from all animals that are CL15 and lower so don't count on sampling rock bettles to get some easy light armour dna.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Tyllarik
Mon Sep 08, 2003 5:45 am
#25

Please respond - thanks.



  1. Are there any creatures in our Cloning Line from 1 to Master that are currently broken and not working as intended?

  2. Are there any bugs with any creatures within our Cloning line from 1 to Master that are currently working to some degree but have some strange anomolies that should not be there?

Side note:


We need many more creatures and though this may have been stated, we need many more CL 1 to 15 creatures as well. The reason being that the many CHs refuse to buy from us and I'm a CH and wouldn't buy from me.




-- Tyllarik El'Fissa
Brihtwulf
Mon Sep 08, 2003 6:58 am
#26

There are several issues regarding cloning, but here are my opinions on the most important:


1. The CL range is terrible. From CL26 (Brackaset) to CL50 we have nothing to offer for CHs.


2. Our creatures have no armor, making them worthless in comparison to wild creatures.


3. Overall, our creatures are weaker than other wild creatures of the same CL.


4. We don't have enough variety in creatures we can create. And why not give us some things that CAN'T be found in the wild?





...We Jedi must one day reclaim the galaxy in the name of Justice.
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