Bio Engineer Archive
Thread: Bioengineer Issues List August
droid327
Wed Aug 18, 2004 12:22 am
#14
yes, bug fixes and such are imminently important, but we should make our issues about content and expanding the profession, not just making what we already have work - that should be the dev's job already, we shouldnt have to tell them to do that =) Things likeadding new tissue schematics and samplable creatures would really expand what we can do and give us all fresh material to work with =) I personally wouldnt mind seeing a few new combat-related tailor tissues come in - something along the lines of weapon speed, really blow the SEAs out of the market, and see the mad rush on them that Artisans got for vehicles =)
RancorPoker
Wed Aug 18, 2004 2:55 pm
#15
The failure issue. 15% on gnorts, but does this include the rate of aggro from sampling as well? Masters should be aggro'd, but rarely. Sometimes I could be aggro'd 6 times in a row from a low lvl creature. This is unacceptable.
RancorPoker
Wed Aug 18, 2004 2:56 pm
#16
And as a character with no combat, even a nightspider will chase me for a good bit and disease me in the process.
RancorPoker wrote:
The failure issue. 15% on gnorts, but does this include the rate of aggro from sampling as well? Masters should be aggro'd, but rarely. Sometimes I could be aggro'd 6 times in a row from a low lvl creature. This is unacceptable.
NancyJ
Wed Aug 18, 2004 3:23 pm
#17
RancorPoker wrote:The failure issue. 15% on gnorts, but does this include the rate of aggro from sampling as well? Masters should be aggro'd, but rarely. Sometimes I could be aggro'd 6 times in a row from a low lvl creature. This is unacceptable.
I'm with you on that one!
In 100 sample I never got attacked on failure, and only twice on sucess.
Though the gnorts barely moved through the entire process, I think they're just lazy **edit**ers.
I also have a feeling that wild critters without a lair move around more that creatures with lairs but thats just a theory, anyway you seem to get attakced more by things that move.
Amana
Wed Aug 18, 2004 4:18 pm
#18
Master scouts are able to see the CL on creatures. Since you need one line and most people get two lines of scouting for BE, you can spend a few points and master scout if you want to see the CL.
Wasn't aware of that little tid bit. Would be nice though if we could get a device to do it for us. Hate to drag out a friend to go hunting with me but I guess thats what hired mercs. are for
. Was also curious about the creature AoEs are we never going to be able to transfer them or could something else be put in place?
Aleskander
Wed Aug 18, 2004 4:21 pm
#19
The number of items in a crate is too small. The hassles of making a full run of chef additives in 40 crates is enough to drive a person crazy.
Pick up 40 items, put them into your inventory (after you have cleared everything else out) then you go to the chef's vendor and offer it.
You have a choice...offer them individually (not sure you can offer 40 items), put them into a backpack and offer it (pisses of the chef because he can't retreive it until he empties his inventory), or split it up into smaller numbers in backpacks. Now I have to buy crates of backpacks to sell my items.
RancorPoker
Wed Aug 18, 2004 5:45 pm
#20
Possibly, but mutants don't really move much and they aggro me all the time.
NancyJ wrote:
RancorPoker wrote:
The failure issue. 15% on gnorts, but does this include the rate of aggro from sampling as well? Masters should be aggro'd, but rarely. Sometimes I could be aggro'd 6 times in a row from a low lvl creature. This is unacceptable.
I'm with you on that one!
In 100 sample I never got attacked on failure, and only twice on sucess.
Though the gnorts barely moved through the entire process, I think they're just lazy **edit**ers.
I also have a feeling that wild critters without a lair move around more that creatures with lairs but thats just a theory, anyway you seem to get attakced more by things that move.
RancorPoker
Wed Aug 18, 2004 5:49 pm
#21
Scouts would complain that a skill they get could be mimic'd by a device. The ranger were really upset when the devs put out harvesting droids.
Amana wrote:
Master scouts are able to see the CL on creatures. Since you need one line and most people get two lines of scouting for BE, you can spend a few points and master scout if you want to see the CL.
Wasn't aware of that little tid bit. Would be nice though if we could get a device to do it for us. Hate to drag out a friend to go hunting with me but I guess thats what hired mercs. are for. Was also curious about the creature AoEs are we never going to be able to transfer them or could something else be put in place?
Greywulf0
Wed Aug 18, 2004 8:23 pm
#23
RancorPoker wrote:
Scouts would complain that a skill they get could be mimic'd by a device. The ranger were really upset when the devs put out harvesting droids.
Not quite true, a lot of rangers use the droids to harvest. When I was a rifleman I used one myself (and if you check the tag you can see that I am a master ranger) made it a lot easier than having to get up, harvest, and go prone again. And I wouldn't grudge having others see the creature levels. Though I might complain if they come up with device that shows a creature's vulnerablities/strengths/special attacks.
GMANHNC
Thu Aug 19, 2004 3:05 pm
#24
RancorPoker wrote:Possibly, but mutants don't really move much and they aggro me all the time.
NancyJ wrote:
RancorPoker wrote:The failure issue. 15% on gnorts, but does this include the rate of aggro from sampling as well? Masters should be aggro'd, but rarely. Sometimes I could be aggro'd 6 times in a row from a low lvl creature. This is unacceptable.
I'm with you on that one!
In 100 sample I never got attacked on failure, and only twice on sucess.
Though the gnorts barely moved through the entire process, I think they're just lazy **edit**ers.
I also have a feeling that wild critters without a lair move around more that creatures with lairs but thats just a theory, anyway you seem to get attakced more by things that move.
I think your name tips them off. I have no problems with MR's since I discovered Jawa Beer.
RashDraco
Thu Aug 19, 2004 10:18 pm
#25
My comments
- Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desire for more skins. In particular there are still no snake or flier skins and only one primate skins."
Yes a few more skins would be nice, there isnt enough CH's in the game anymore since they have been nerfed so bad most people don't play them except for those of use that still A) think it's cool or B) are waiting (hopefully) for the combat balance to finally come.
- Cloning,Gameplay,Colors do not always stay once a clone is tamed
These seems to mainly affect the Bearded Jax and kima and others that use that color template - Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to
gauge whether a dna template is going to yield the desired CL on the final clone.
Yes definately needed either that or an ability to adjust the deeds outcome in the final assembly phase where experimentaion used to be
- Cloning,Bug,"Certain attacks, namely AOE attacks will not transfer to the clone. The thought is that this is by design, but we would appreciate official word on this. "
Passing these through on a 500+ cleverness similar to armor would be nice. having these attacks would not greatly inbalance the game, especially now with the poison/disease buffs. also noted that open wounds (bleed) does not pass through, again its an attack almost every other combat class can perform, BE pets should be able to as well. - DNA Sampling,Development Request.,"Storage - Storage is still an issue.
Have submitted proposal on this issue. "
Yes the need for a dna storage device is required!! Any other artisan class can store stacks of 100K resources, so a device that can store say 100 dna samples in side and count for 1 storage space would be nice and fair!! - DNA Sampling,Gameplay,Why does our DNA sampling now seem to cap at CL 75 when we used to be able to sample from anything in the game?
The cap should be more like 100, the concern is that with experimentation over level 70 pets have been created, I further feel that CH should be able to use up to level 100 pets, after all I see MTK's take on 5 Mutant Rancor's fully buffed and armored killing them all without breaking a sweat, 1 level 100 will not unbalance game play - General,Gameplay,Skill tapes - there are currently looted skilltapes for every crafting profession except BE.
Yes you gave the wookies LOVE (and the emperor demands they are all supposed to be imprisoned) why not love the BE's!!!!!!!!!!!!!!!!!
- Cloning, Gameplay, There are no BE specific assembly bonuses, meaning BE's
have no way to reduce their crit fail rate
Hey why not give us a apron (oh yeah wookies can't use that either) - Cloning, Bug, Pet validity checks are not working as intended, it is still
possible to create overpowered pets that are valid and underpowered pets
that are invalid.
Oh but I thought 6K/4K/2K HAM pets were legal, J/K just a sore spot for me! - Tissues, Gameplay, The tailor tissues we have are currently underutilized
with only a few of them being really popular (melee/Stun defense,
Injury& Wound treatment are most popular, the others are much less so)
There under utilized cause Tailor is bugged and has been since Day 1. 0/1000 wearable clothing needs to be fixed!!! - DNA Sampling, Gameplay, Diversity, there is a lack of sample-able
creatures at the top end, there are only 3 creatures in game between cl
70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option
for high level DNA. Between the levels of 60-70 there are 5 creatures and 1
is a lair boss. So there are only realistically 5 creatures to sample
between the levels of 60 and 75
Yes up it to level 100's that will get some interesting mix
primate16
Sat Aug 21, 2004 5:13 pm
#26
i would like to see BE clothingto be usable by wookies, such as the masked scent mod clothing. I'm a wookie BE and I'ts a pain in the arse to get HQ DNA from strong animals because they always detect me. Now if I had some cothing that modified my masked scent like other ppl can wear, that might be a lil bit more fair. Either give us the clothing or give us a masked scent mod for being wookie. We HAVE the creature taming mod, what about masked scent to go with it?