Bio Engineer Archive

Thread: BE Guide coming

Joilhath
Tue Mar 02, 2004 11:08 pm
#14






Joilhath wrote:
I hope it is going to be better than the Skill Mod guide that still didn't anser the question of if or what the max mod is. There is still argument if there is indeed a +25 cap total for clothing as has been thought in the past or not.






Well I would have loved to edit this but can't so will just reply to it. After doing more research on the SEA's and the guide(and how they actuallyy work)I am even more worried about how our friday feauture will turn out.



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
Seshemw
Sat Mar 13, 2004 11:00 pm
#15



Joilhath wrote:


Joilhath wrote:
I hope it is going to be better than the Skill Mod guide that still didn't anser the question of if or what the max mod is. There is still argument if there is indeed a +25 cap total for clothing as has been thought in the past or not.



Well I would have loved to edit this but can't so will just reply to it. After doing more research on the SEA's and the guide(and how they actuallyy work) I am even more worried about how our friday feauture will turn out.




Search the BE forum. There was a crosslinked post from the tailor forum, as I recall, that directly quotes in unambiguous terms that there is a +25 skillmod cap even if the skills page displays the sum total of your clothing.

On the other topic, the guide will only be useful if it has some real details (especially on the parts we're foggy on, like what makes ranged attack, special1, special2 carry through to the final critter, and why we have DNA samples that show ae specials that never translate to the end critter, yet there are (or were, I haven't checked recently) baby versions that are CH tamable that keep that special). And if the guide DOESN'T have at LEAST a guideline on what developers think an 'acceptable' CL10 pet is, it's not worth the bits used to store it. With the baseline of the nerfed probot (which is acceptable in their eyes), with 800 ham, but medium armor and 40% resist all, for an effective -85%- resist all against non-AP damage (and nothing in PvE is armor piercing, from what they say), or an effective ham of 5333. And always ranged attack, though they lack specials (not that some of the specials have any use, like knockdown, posturedown, and dizzy, when used by a pet). Yet a critter with 5% resist kinetic, no armor, and 4k health (with lower action and mind), effective ham (by the same math) of 4210, is unacceptably high.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Jadelynn
Mon Mar 15, 2004 10:39 am
#16

The way they keep passing the guide up for other completely boreing Friday Features...I'am begining to wonder if they forgot about the Be guide lol




Jet- Almeara - Master Doctor/Creature handler
Skieler Almeara - master Bio-engineer
Temba - Entertainer
In loving memory of Kurgan & Kastager
Greater Sludge Panthers
Forever in my Datapad.
Templar1865
Mon Mar 15, 2004 12:54 pm
#17

I think the documentation is a much-needed addition; I also believe that doing it as a Friday Feature either isn't going to happen or won't happen for a long time.


Bear with me here--I'm not trying to be negative. If you think about Friday Features, they are items that have very broad appeal. BE is one of the smallest professions in the game. Thus, I don't think that SOE is going to run a feature on something of interest to only 2% of the gaming population. If the powers that be are committed to leaving this as a Friday feature, I fear that it will be a long time in coming, as it is passed over for other wide-interest items (GCW, vehicles, combat redesign, jedi system revamp, etc.).


My preference would be simply adding the information to the Advanced Guide, posting a simple message on the main page, and be done with it. There shouldn't be a whole lot of hoopla surrounding something that should have been released with the BE redesign, ya know?
SioBabble
Mon Mar 15, 2004 2:46 pm
#18

As an interested interloper, Talthazar, I can only hope that the BE Friday Feature is better researched than the SEA Friday Feature was.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


KasekZon
Tue Mar 16, 2004 1:43 am
#19






Templar1865 wrote:

I think the documentation is a much-needed addition;


There shouldn't be a whole lot of hoopla surrounding something that should have been released with the BE redesign, ya know?




Exactly. As it is, our documentation is 3 months late already.

lund0529
Thu Mar 18, 2004 2:41 pm
#20

I say we give Talthazar a genetic sequencer on TC that outputs DNA samples withprogrammable quality, stats, and specials from which to really test how things work. That and maybe a shirt with about +100 to BE Experimentation...


I just dread seeing the BE guide and having it be all fluff.


Dapadast
Thu Mar 18, 2004 6:18 pm
#21

Sorry,


I'll wait till I actually see it before I beleive it.


And thenit better beFREE and downloadable in PDF format, not as a - "buy from our sponser this wonderful 'Guide to B.E.' for only 29.95!!" -


Nikkoli Walksfar


Iwra
Thu Mar 18, 2004 7:25 pm
#22

A guide would really be awesome.
I picked up BE about ten days ago, currently am 2424, and i really love this profession in combination with my tailoring. My alt Nirax is becoming Ranger for the resources


But when i try to make pets, they have decent HAM bars, but how would i lower the difficulty level? What do all those experimentation bars stand for? What is first and second generation DNA? And what is it's difference? What do all the stats in the DNA stand for?

Those are just simple newbie questions to professionals, i assume. But would really be helpfull in a guide elaborately explained.


Searching on the forums for info is pretty much useless. If you even find any info, how reliable is that? Is what you read not already nerfed?


Oh well, let's hope the guide makes it before the space expansion.


Good luck making one
MajorNME
Thu Mar 25, 2004 6:55 am
#23

k, where is it? this was posted 8 month ago?
Blu_Haze
Thu Mar 25, 2004 7:16 am
#24






MajorNME wrote:
k, where is it? this was posted 8 month ago?





Someone forgot how to count. It's only been a little over a month.



____________________________________________________________________________
A few words of advice to those who don't agree with the motives of The Empire: Move along
Iwra
Thu Mar 25, 2004 7:58 am
#25






Blu_Haze wrote:





MajorNME wrote:
k, where is it? this was posted 8 month ago?





Someone forgot how to count. It's only been a little over a month.






I think the Major mistaken the registration date for posting date.
Plageron
Thu Mar 25, 2004 11:03 pm
#26

The reason you never saw it is becasue, well seeing that many random variables and giving out the information that the pseudo control you have is not much at all, and seeing that the system is still not working corectly or very well for crafting creatures thats why.



Ok so thats the answer that I like to say. Possibly a real big thing here is that with the addition of the Space Expansion and New Creatures and Races, I am guessing the Team is going to just throw in the fixes and and additions into that exapansion, instead of working on alot of the other things that they can right now that will not be directly effected by that exapnsion.



Yeah ok its maybe wishful thinking on my part, since it was kind of real lame they made special structures for specific groups but made the cloning center have nothiong to do with Bio-Engineering which is cloning.


They also made alot of lame mistakes with creature balances, becasue they wanted people to have pets but they also wanted to have things be super tough, but when they changed their system originally to 3 stats instead of one and 3 types of damage, since they didnt fix it all the way the creatures went out of blanace and so the creature creation was out of balance as well.


Most likely we will see the system explained and changed for the better when the combat stuff gets ironed out. And then the Space Expansion will fill in the gaps.



I hope.


Oh well I dont play this game much at all anymore....its become frustrating....but i do still log on and do things.


As for Talthezar...maybe he has been playing a different game.



I find my self drawn strangely to Final Fantasy XI....its simplistic systems and crafying and growing of plants and things are a nice thing to give me a break.



Besides...I never became a jedi in this game...and the patch never displayed everything I had mastered or places I had gone to, so I kind of gave up on that front...as I hated having to drop everything to start over again.(Yeah the holocron jedi stuff was bunk...they didnt have system for it before or after mastering everything I would have unlocked it already)


So anywise...thats my guess....possible 3 patches from now or Space Exapnsion time will give you the information.



But....I just hope they dont forget about Bio-engineers again.....I mean we have the 3rd biggest active player group...you can tell by the posts...sheesh.









---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
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