Bio Engineer Archive

Thread: Dev communication thread.

Joilhath
Sun Aug 15, 2004 4:44 am
#14


hehehe yeah it's puff puff give they're messing up the rotation.

Message Edited by Joilhath on 08-15-2004 04:44 PM



Joilhath Master Creature Handler/Master Bio Engineer
Joilhoth Master Artisan/Master Tailor/Master Chef
Oskiss Master Tera Kasi Artist/Master Doctor
Owner and Operator of Pets Needs (-6141, -915) Corellia in Pax Gallatica Mall
NancyJ
Sun Aug 15, 2004 9:05 am
#15



Seiryuu wrote:
I'm glad someone's telling them that.

I looked at those conversion rates and thought once again all crafters were being left in the cold. No one is ever going to get the crafting lines if those go through.




To be honest I'm not sure you'd want them anyway, given that IIRC they take skill points to obtain, they're not worth it, no matter what crafting profession you are.




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Seiryuu
Sun Aug 15, 2004 1:31 pm
#16

For four skill points you can get a +20 to your assembly roll, for +20 on the intital assembly, or +4 to reduce the chance of a critical failure, or +20 to repair anything.

If someone wants to unlock the second character slot or plans on mixing a bit of crafting with Jedi, these could all be useful skills. I know I was considering one or two lines, as well as many of my PA's crafters.



-----
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ArthurDentOnBria
Sun Aug 15, 2004 4:26 pm
#17

Nancy,


Thanks for posting that communications thread. That's good stuff. One thing though. I certainly wouldn't bother wasting your efforts on the crafting quests stuff. They are a really really bad joke. For a master you must make 5 master level items and you get back like 2k in return, and as a novice you must make 5 novice level items and you get like 200cr in return, and not nearly enough xp to make it even worth while. Plus there is no challenge. Just really really stupid.



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%


droid327
Sun Aug 15, 2004 4:55 pm
#18

i never flamed you for suggesting we all collect invalid pet formulae nanc, I just didnt want the devs to figure we'd do it all on our own and write us off as they go tweak jedi damage some more =)



Jekk Badlander
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Commando - Rebel Pilot
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Joilhath
Sun Aug 15, 2004 9:38 pm
#19






Seiryuu wrote:
For four skill points you can get a +20 to your assembly roll, for +20 on the intital assembly, or +4 to reduce the chance of a critical failure, or +20 to repair anything.

If someone wants to unlock the second character slot or plans on mixing a bit of crafting with Jedi, these could all be useful skills. I know I was considering one or two lines, as well as many of my PA's crafters.





You forgot the could care less about being a jedi just wants to unlock for more lots group. Don't like that I have to change my main toon at all to unlock but at least it's not as bad as before. It will unlock then go right back to the way it was.



Joilhath Master Creature Handler/Master Bio Engineer
Joilhoth Master Artisan/Master Tailor/Master Chef
Oskiss Master Tera Kasi Artist/Master Doctor
Owner and Operator of Pets Needs (-6141, -915) Corellia in Pax Gallatica Mall
NancyJ
Mon Aug 16, 2004 4:35 am
#20

We said the XP rewards should be MUCH higher (like 150-300% of the XP you get for making the item)

As for the quests themselves, nah they went in without any comment from the corres




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NancyJ
Mon Aug 16, 2004 12:45 pm
#21






ArthurDentOnBria wrote:

Nancy,


Thanks for posting that communications thread. That's good stuff. One thing though. I certainly wouldn't bother wasting your efforts on the crafting quests stuff. They are a really really bad joke. For a master you must make 5 master level items and you get back like 2k in return, and as a novice you must make 5 novice level items and you get like 200cr in return, and not nearly enough xp to make it even worth while. Plus there is no challenge. Just really really stupid.






At the time we were also commenting on what we'd like to see from these quests to make them worth the dev time and useful to players.




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ArthurDentOnBria
Mon Aug 16, 2004 12:53 pm
#22

Oh oh, that's a scary thought. Please tell me the quests in their current form, and the"fix" (i.e. the "slightly higher xp" bitthat came in the last patch)are not based on feedback provided by the correspondents




NancyJ wrote:


At the time we were also commenting on what we'd like to see from these quests to make them worth the dev time and useful to players.






Message Edited by ArthurDentOnBria on 08-16-2004 12:58 AM



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%


NancyJ
Tue Aug 17, 2004 4:05 am
#23

NancyJ wrote:

I was going through the post archives and I found this from Talthazar from back in November




Oh, btw, you said you'd fix the bugs with critical fails not destroying dna samples. It used to be a crit fail would simply leave the samples in the crafting tool. Now what happens with a crit fail is that the samples drop to the end of the list of items in your pack and in the order they appear in the tool. I was able to confirm this while filling a large number of orders this weekend. While I'm pretty sure no one minds this I'm fairly certain this was not what you intended.



Now it seems to me that this suggests BE's didnt used to lose DNA samples on a crit fail.

I was wondering if I could get a quoteable comment on why this was put back in? Losing unique DNA samples and templates is something that BE's are very unhappy about.




Thunderheart Wrote:

Sorry NJ, but not right now, though you should put it on your list of BE issues. We can revisit the issue, but for all intents and purposes, crafting failures are meant to be in the game. They are a very small number (5% or less at the master level). I've done just about all I can do on this issue.

I understand its painful though.





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NancyJ
Sat Aug 21, 2004 7:35 am
#24

OK, paraphrased, I asked about the FS skills and if they will apply to BE as I had been told they would, since our crafting system is separate from everyone elses *see pyollian cake bug*

The answer from Kel was that I was right, they didnt work for BE, but he's put that right and fixed the food for us too

/rejoice

Followup: Confirmed on TC

Message Edited by NancyJ on 08-22-2004 12:37 AM




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NancyJ
Mon Aug 23, 2004 3:23 pm
#25

Regarding the BE vendor issue....

Okey Dokey I have permission to give you some more info in a paraphrased manner.

Will we ever get vendors as a BE skill?: No

Will you ever change our prerequisites?: unlikely

Why not? 1 skill point does not equal 1 skill point, at the end of the day everyone has 250 skill points so its balanced overall.

Bio-Engineers can be merchants with 37 skill points left over.

If a tissue specialist wants to be self sufficient they can get survey 2 and still have enough left for marksman rifles 4(or any other comabt skill) to have safety in the field and be able to harvest their own meat and survey for their own resources.

In comparision a chef wanting to do the same thing could be master chef, master merchant and have 81 points spare, which hey could spend on survey 2, hunting 4, marksman rifles 4 and novice medic, meaning their as self sufficient as the BE template.

So this scenario is balanced.

Arguments could be made about the value of being a Master Chef vs Master BE. Master Chef is much more specialized in what they can craft and provide so in theory Master BE may be more valuable. They have a much broader market with their clothing enhancers, food enhancers, creatures and pet medicines. I do understand that in the current economy there is a much higher desire for food buffs (a few specific ones for sure ) than many of the products BEs provide. This is the much bigger problem. The BE products probably need to be made more valuable or there needs to be additional useful products added. This unfortunately is the much harder thing to do.

I do realize that there are many different scenarios of BE templates that are more or less balanced depending on what the desired outcome for the template is, but this is true for every profession. Ultimately my point is just that comparing skill points is not always so simple


He also said that I should let you know that they are discussing the issue and working out solutions....

so where this leaves us /shrug I dunno, I guess we wait and see.




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NancyJ
Mon Oct 18, 2004 12:46 pm
#26

NancyJ Wrote:

This is another pretty pretty please with sugar on top moment but I need to be able to tell my community something.

Heres the background in case you've forgotten

When the FS crafting quests were introduced I asked if BE's would be able to do them and if the bonuses would apply to us.
I was assured that the quests and bonuses would be available to all crafting professions (BE included)

Then the thought occured that pyollian cake doesnt (didnt) affect DNA template crafting, so I asked again and Keldarin was kind enough to check up on it and found that we were correct in assuming they wouldnt work for BE, and he fixed that and the chef foods (Thanks so much)

Then after going to all that trouble to make sure the bonuses work for us, Artisan was introduced as a prerequisite for the quests, thus preventing a large percentage of the BE community from ever doing the quests.

What I'd really like is just some info I can take back to my community about this.

Why was the decision made to make artisan a requirement?

Is this ever likely to be changed?

If not, is there any chance of adding BE as an alternative requirement or are we just screwed?




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