Bio Engineer Archive
Thread: Publish 12/16 Bugs and issues
Cant sample from any BE created creatures anymore , but the options still there to do so.
Reasonable1 wrote:As I said in a separate post, the changes to CH are detailed in 26 bullet points. BE changes get one. Keldarin just hates doing documentation.
I was sampling the heck out of various rancors today. No problem.
WHat do you mean the DNA CL is irrelevant? A customer wants a CL 50 pet. I have DNA from bull rancor (65), Rancor Youth (45), Queen something or other (43). I take 3 65's (for the HAM), a 45 (for Kinetic resists) and a 43 (for ranged attack) and I make a 51 with 2 nice specials and a rnaged attack.. It's how I did it today, but I had to write down what the CL's were. Any other profesion have to do this? So tell Keldarin we REALLY DO want to know the CL on the DNA samples.
Probably having the CL provides a nice number to categorize samples. It would simply make organization better without always having to look at all the numbers.
Certainly it could not hurt.
Pets made before the patch and on ny vendor (in deed form) appear to have lost any special attacks they have (even after being tamed), while ones that were tamed pre-patch have the appropriate attacks.
Well first of all it would seem you need light armor in at least 4/5 slot in order to get them to stick properly, the odd thing is though that when the template is assembled it says there is no armor. Then when you experiment it suddently appears.
Secondly I have to say to whoever thinks it's too complex needs to shut up and actually bother to pay attention to what they're doing, aside from the fact if you take 5 samples from the same species then you know you'll end up with a copy, you know when you take samples from seperate species then you start to see a very predictable bit of blending. The slots each serve a purpose and as always matching good pairs is still a good idea for maximum benefits.
The specials attacks do appear to be lost from the clones when they're tamed, this might be something effecting all pets at the moment it would seem though.
Getting some odd situation where any mouse movement when taking samples appears to be making the dna a lower quality. Do they really expect the player themselves to remain totally motionless or not touch the mouse or keyboard when sampling? This is also happening when sampling your own clones.
Aside from that everything looks to be working very nicely.
Talthazar wrote:
This has been confirmed as being intentional. Experimentation is gone on the final clone combine and the resources do not make a difference. Clone quality is completely based ont eh quality of the dna now.
Well that's just great. I've had floral harvesters pulling godlike floral food from Tatooine for the past 12 days, specifically for experimental purposes. Sigh.
Oh well, the stuff's high-enough quality that I could probably make a fortune selling it, and instead harvest whatever oats or corn just happen to appear next.
I do have an issue with the patch, however: The new DNA system is confusing.
Before it was easy to determine which sample to put in which slot, as everything was rated on a scale of 1 to 1000, effectively giving us a percentage.
Now, all DNA samples are specific to the creature from which the samle was taken, making it difficult to determine which sample is best used for which slot.
Using a vynock as an example, I'd rather see a percentage for each stat instead of an absolute number. Let's say the vynock's Hardiness ranges from 30-50, and I have a 42 sample. Instead of showing Hardiness: 42, it'd be nice to see Hardiness: 42 (84%). This would make it much easier to determine whether the number I'm looking at is good overall, rather than having to compare each and every DNA sample myself, and plotting the ranges.
This is my only complaint/wish so far. Overall I like the versatility. I made yellow, red and brown kaadu for display at my Zoo, to give people an idea of what's available. I'm now going to need to spend some time crafting samples of the new clones to add to the Zoo.
For those of you on Kettemoor, check it out. Waypoint below...
CapslockOwns wrote:
i know you need armour on the DNA samples. HOW MANY TIMES MUST I SAY I HAVE USED VORITOR HUNTER DNA WHICH HAS LIGHT ARMOUR?!?!?!?! (and it was all very high quality)
last night before the patch went live several of my armor samples would loose the armor rating when I did the combine. I found that if you experiment into physical you can gain the armor rating back
Kiashia wrote:
Cant sample from any BE created creatures anymore , but the options still there to do so.
I couldn't sample pre patch clones, but new clones I created I could sample DNA by using the radial menu
CapslockOwns wrote:
Experiment how much into physical? and why must we experiment into physical to get the AR rating when you have used nothing but AR rating DNA?
Experiment how much into Physical? 1 or 2 points usally got it back for me
Why must we experiment into physical to get the AR rating when you have used nothing but AR rating DNA? that is a question for the dev, I don't know
Tal-N wrote:
Secondly I have to say to whoever thinks it's too complex needs to shut up
And I would say you need to shut up Tal-N.
The documentation on this system is piss poor. No other craftig class has this barrier.