Bio Engineer Archive

Thread: Top bio engineer issues Jan 05: nominations wanted

TrinityIsaak
Tue Dec 28, 2004 12:53 pm
#14

Higher Cap on Sampalable Creatures
More leeway in Experimentation (affectations of size (tiny rancors, huge durni's would be SWEET))
DNA Storage
Scout / DNA Sampling transferring to a FS Category in which you don't have to be a Master Medic to utilize

And #1...

Skill Tapes pleeeeaaaassseeee



Aviara
<> Baby Jedi <> Storm Squadron Ace <>
Dont be so proud of this technological terror you've created
Sinhero
Wed Dec 29, 2004 3:20 am
#15






ArthurDentOnBria wrote:


Misc pet crafting oddities (as documented by NancyJ)






1) Couldn't spot this amongNancy's compiled oddities: Mixing very high level samples (like 75/75/65/65/75) results a) in unbelievable high level pets (got lvl 78) having b) worse stats than the lvl75-donor. See: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=87617


2) As far as I know, no one really knowsthe effect ofEndurance, Dependability and Fierceness which raises suspicion that there is none. I don't wan't a revelation of the dna-crafting physics (never ever!) but there should be more to these attributes than pushing their counterpart when experimenting (e.g. galloping endurance, dependability on obeying commands, agressiveness connected to fierceness rather than to the skin..)


Sinero DaSilva


Master Bio-Engineer - Infinity

Zadokk
Wed Dec 29, 2004 3:46 am
#16






Sinhero wrote:







ArthurDentOnBria wrote:


Misc pet crafting oddities (as documented by NancyJ)






1) Couldn't spot this amongNancy's compiled oddities: Mixing very high level samples (like 75/75/65/65/75) results a) in unbelievable high level pets (got lvl 78) having b) worse stats than the lvl75-donor. See: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=87617




i wouldn't say this was an anonomly - just bad BEing tbh. The system can only support a good BE, not the other way around. It is the BE the must do the hard work. If you make a bad mix or samples or optimise your experimentation points then it is you that is in trouble. Most experienced BEs know torarely use more than 2 MR samples in a template (even then it must be combined with much lower level dna). Sorry if this seems to be a flame, but I really don't consider this a bug at all.

Sinhero
Wed Dec 29, 2004 4:09 am
#17






Zadokk wrote:





Sinhero wrote:







ArthurDentOnBria wrote:


Misc pet crafting oddities (as documented by NancyJ)






1) Couldn't spot this amongNancy's compiled oddities: Mixing very high level samples (like 75/75/65/65/75) results a) in unbelievable high level pets (got lvl 78) having b) worse stats than the lvl75-donor. See: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=87617




i wouldn't say this was an anonomly - just bad BEing tbh. The system can only support a good BE, not the other way around. It is the BE the must do the hard work. If you make a bad mix or samples or optimise your experimentation points then it is you that is in trouble. Most experienced BEs know torarely use more than 2 MR samples in a template (even then it must be combined with much lower level dna). Sorry if this seems to be a flame, but I really don't consider this a bug at all.








Got up on the wrong side of the bed, Zad?


If i mix some DNA with lower level and experiment in the same fashion as I did in the case above I can expect to yield a pet with a level somewhere inbetween. You using only 2 MR in a template already is a workaround for this strange behaviour of the crafting system. NOW of course I also abstain from using too much MR's in the same template but there are working recipes with 4 MR's and a lvl 56 critter you'll surely know of, as an experienced BE. This results in a lvl 68 pet for me, yes, sure, by canceling out two resistances, which the above recipe didn't. But If you mix 3xlvl75 and 2xlvl65 and you get a lvl 78 as the result (again: with worse stats than a MR), this is a different behaviour than for lower level templates and I never called this a bug but an odditythat could be worth taking up into Arthur's list.


Sinero DaSilva


Master Bio-Engineer - Infinity


Message Edited by Sinhero on 12-29-2004 03:11 AM

Zadokk
Thu Dec 30, 2004 1:32 am
#18






Sinhero wrote:






Zadokk wrote:





Sinhero wrote:







ArthurDentOnBria wrote:


Misc pet crafting oddities (as documented by NancyJ)






1) Couldn't spot this amongNancy's compiled oddities: Mixing very high level samples (like 75/75/65/65/75) results a) in unbelievable high level pets (got lvl 78) having b) worse stats than the lvl75-donor. See: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=87617




i wouldn't say this was an anonomly - just bad BEing tbh. The system can only support a good BE, not the other way around. It is the BE the must do the hard work. If you make a bad mix or samples or optimise your experimentation points then it is you that is in trouble. Most experienced BEs know torarely use more than 2 MR samples in a template (even then it must be combined with much lower level dna). Sorry if this seems to be a flame, but I really don't consider this a bug at all.








Got up on the wrong side of the bed, Zad?


If i mix some DNA with lower level and experiment in the same fashion as I did in the case above I can expect to yield a pet with a level somewhere inbetween. You using only 2 MR in a template already is a workaround for this strange behaviour of the crafting system. NOW of course I also abstain from using too much MR's in the same template but there are working recipes with 4 MR's and a lvl 56 critter you'll surely know of, as an experienced BE. This results in a lvl 68 pet for me, yes, sure, by canceling out two resistances, which the above recipe didn't. But If you mix 3xlvl75 and 2xlvl65 and you get a lvl 78 as the result (again: with worse stats than a MR), this is a different behaviour than for lower level templates and I never called this a bug but an odditythat could be worth taking up into Arthur's list.


Sinero DaSilva


Master Bio-Engineer - Infinity



Message Edited by Sinhero on 12-29-2004 03:11 AM





You can expect it, but it wont happen.
Iarian
Thu Dec 30, 2004 1:59 am
#19






evfields wrote:
I don't know what one can do to fix this, but it bothers me how many chefs have BE alts or are Chef/BE...to me I often feel like I can't sell pets because vehicles are faster and nobody's a CH, nobody wants tailor tissues since they don't go in armor, and I can't sell chef tissues because chefs make them for themselves.

Thanks





Flip of the coin..... I made an ALT BE - because I could never find a BE stocked with nutrients.. To be a Chef and not be able to stock food - due to lack of BE's keeping stock is the reason this happens..



Iarian - Master Creature Handler at Heart, Galladriel - Master Bio Engineer turned Medic, A'zula - Bounty Hunter
Sayurri - Master Dancer - ID, Yue - Master Structures Trader, Nai'rai - Master Domestics Trader
EQ 2 - Emelya - Monk, Katara - Fury, Yuea - Illusionist, Iarian - Paladin, Sayuki - Ranger, Azula - Necromancer
Hylidex
Thu Dec 30, 2004 7:38 am
#20






Iarian wrote:





evfields wrote:
I don't know what one can do to fix this, but it bothers me how many chefs have BE alts or are Chef/BE...to me I often feel like I can't sell pets because vehicles are faster and nobody's a CH, nobody wants tailor tissues since they don't go in armor, and I can't sell chef tissues because chefs make them for themselves.

Thanks





Flip of the coin..... I made an ALT BE - because I could never find a BE stocked with nutrients.. To be a Chef and not be able to stock food - due to lack of BE's keeping stock is the reason this happens..





This is a much more complex issue than "BE's won't do it." I'd invite you to take a look at the thread "Why you can't find a BE on your server" in this forum. It is really not that chefs are at fault either. The real problem is in game design.



Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
Magincia
Thu Dec 30, 2004 8:00 am
#21

It's a great list.. and covers pretty much everything I could think of on my own.


The DNA donor in the DNA sample decription would be great! .. I truely hate searching through a pile for the last

dna sample of a single type... when I didn't have an extra bag to sort them with. (nevermind lossing precious space to use bags, pockets etc to sort dna in the field).


I find the meat issue annoying.. but since the solo group nerf there has been several "Hunting Companies' which have formed. I am enjoying the work of one of them.

ALthough they won't often take a job for less then 50 cpu. Which a little higher then the 35-40 I would normally pay but the usually can get me 50-60K in 24-48 hours.

So it is a weighed expense.


More Eggs per lair would be nice since it is hard enough to get enough to make a decent size crate of Eh Myoflex. ( Yes a petty grievence... but one we all feel when making this stuff).


As for High dna.. since I have never been able to sample a MR.. I don't hav emuich to say on it.. but one day I will ... *fingers crossed my the dna gods look down with favor someday upon my masked scent*



O'The : M BE and M CH

All your BE made needs in Avalon, Naboo 4381, -96 (in the PA / Mall Hall) and Pets and Supplies only Dantoonie -235, 2347 (400m from MO)
Selling Fine Chef Additives, Tailor Tissues, Pets and Supplies

Custom Tailor and Chef Orders Welcome!!!
Physkoris
Thu Dec 30, 2004 1:20 pm
#22

I don't know how this fits into anything but... It's hard competing with Doctors and Chefs when a great spawn of meat hits a planet. Nearly75% of our resources come from creatures and meat is the biggest one. It's tough to be able to buy high quality meat when we're competing with professions that use 10% meat in their crafting and are able to justify large quantity purchases. I guess I'm just tired of seeing 10k high quality meat be sold to Doctors and it'll last them a long time, whereas 10k high quality meat will last us half of a Broad Spectrum Nutrient factory run..









Scylla Physkoris Elder Jedi
Scylla Australis Macroburst Elder Swordsman Spy
Starsider Australis Macroburst Spy
"Pay attention, because you know you'll have to pay either way.."
Meplorium
Thu Dec 30, 2004 2:05 pm
#23

You can copy/paste it into a mail that you send to yourself. Otherwise, yeah, they get lost. Can't say I ever use that option though. Always seems like too much work. I'll put something on display or have it on the item name itself.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
goatt_13
Thu Dec 30, 2004 2:36 pm
#24



Meplorium wrote:
You can copy/paste it into a mail that you send to yourself.





The problem (or solution) lies in transferring the text from an open description window via the stockroom (the details remain until you relist), to the window containing the newly relisted item.

I see how your method could work, but the original details would have to be pasted (and written?) within the email system before you actually entered them into the details entry field the first time out!



---------------------------------
Museum of Bio-Engineering: Kettemoor: Naboo: -2660, 5514
Museum of Creature Handling/Large Animal Exhibit: Kettemoor: Naboo: -2538, 5118
ArthurDentOnBria
Thu Dec 30, 2004 3:13 pm
#25


Meplorium,


Here is my intention:


1) build a comprehensive listof issues (done, although we're still adding to it and tweaking it)

2) discuss and clarify to the point where we can prioritize (which is what we're doing here)

3) prioritize (we'll probably start on that next week once we feel good about the list)

4) discuss the top issues to get a better statement of what they are, and include what we'd like done about them.

5) stick links to this stuff in a sticky, probably buried somewhere in our FAQ so that we can dredge it up when we need to.


The reason why I'm doing it this way is that I want to have a paper trail to follow in the future. That way when questions arise as to the importance or validity of a particular issue, we'll have something tangible to refer to (so behave in these threads guys, my intention is to refer to them as a reference).


As far as the crafter's quest item, that item just documents the fact that we have to get novice artisan to do the quest. To some people that is an insurrmountable hardship. I later added a bit more based on the 2nd post in this thread. Feel free to post any comments or concerns about that. To be honest, I haven't bothered with the force sensitive crafting stuff on my BE since I have a whopping 1 skill point left over and really no flexibility in my template to be dropping and adding things. So I'm reliant on you guys to tell me how it's affecting you as BE's.


Added the stacksize thingy, and the schematic trading thingy to the list.


goatt_13,


I agree with you 100%, but what I'm going to suggest is that you bring this issue up in the merchant forum. I feel that is a better place for it.





Message Edited by ArthurDentOnBria on 12-30-2004 02:17 PM



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%


Meplorium
Thu Dec 30, 2004 11:12 pm
#26

I do understand where you come from on the schematic trade issue thing, and I personally would benefit from chefs without a BE alt from not getting those schematics. However it isn't going to happen, nor should it. Not being able to trade those was a bug that was fixed early on. The work around was to trade them through factories. Most crafters use factories on other peoples lots. They also trade schematics, like architects getting synsloth or droid storage units. Simple things with no real value but needed. Schematic sales/trades are important to too many crafters for that to ever happen. There are better ways to make BEs not schematic monkeys.


Links from this list would be great. Sounds like you got a good plan for this. I understand we can only give them like 5 items, but giving them the full list to show how bad offBE/CH is would make the point. They seem to have the idea everything is fine and BE/CH doesn't need any attention since CH got nerfed well and food is so great. That just isnt the case.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
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