Bio Engineer Archive
Thread: Evaluation of the dna sampling cap and why it appears to be lower than intended
ArthurDentOnBria wrote:
...What I'd really like to see though is more creatures in the CL 65-80 range. I think that would benefit the game in so many ways.
Message Edited by XyberViri on 02-16-2004 01:57 AM
I actually think it would be possible (if AR2 is possible at all), though difficult and time consuming.
As long as it sticks to the same ruls as AR1, you'd just need to hope for a "fail" on Hardiness while experimenting Physique and try and keep Fort up. It's not that hard to "rig up" to get more fails than normal (like you need a special rig half the time anyway :/), so it'd just come down toluck...
Be something interesting to mess around with at least
)
Tal-N wrote:
Well as i said it looks like to get medium armour you need fortitude at 1000. if thats true then I'd imagine it would be nearly impossible to make a tamable pet with medium armor. Keeping all of those other stats low enough to allow for 1000 fortitude would take a fantastic number of generations to pull off and I doubt that someone could lower a CL100 animal to CL70 and still keep it high enough.
SSquirrel76 wrote:RonninOtnemem said:"WE NEED DOCUMENTATION ON HOW THIS WHOLE SYSTEM IS SUPPOSED TO WORK. (Hint, hint DEVS)"TH has said that that will be coming as a Friday Feature within the next month. Look at the 2 most recent pages of Dev Tracker for the blurb
Could you please provide a link to the article, because I can't seem to find it.
I'm not really going to get my hopes up too much, though, because most of the Friday Features seem to consist of them saying "Look! Pretty pictures!", "Here's some stuff we thought sounded cool", and "We don't really know what we're doing or how we're going to do it, but we're going to do it anyway."
Sorry about being negative, but BE documentation needs to be much, much more than a Friday Feature.
meroc wrote:
I actually think it would be possible (if AR2 is possible at all), though difficult and time consuming.
As long as it sticks to the same ruls as AR1, you'd just need to hope for a "fail" on Hardiness while experimenting Physique and try and keep Fort up. It's not that hard to "rig up" to get more fails than normal (like you need a special rig half the time anyway :/), so it'd just come down toluck...
Be something interesting to mess around with at least
)
You see originallY i am sure it was made to curb High Level creatures(this was before the entire Creature Level thing)
But now its obsolete.
Just like we still have an obsolete failure to use the skill percentage. Since our skill already failures to collect samples on things this extra failure is obsolete.
No big deal its called its a lack of motivation to fix the problem and instead its just left the way it is.
As for another person's comment in the thread that we are "left with the rancor specials and resists", this is indeed true, or largely so, but in part due to our own reaction to the potential risk of losing the exceptional amount of work that it would require to breed in other specials to the critical failures.
If we did not lose the template, and the hours of work necessary to create and resample and create again, we could breed in differences and become the true masters of our profession; selecting the pieces and carefully and patiently manipulating them to gain the incremental advantages that would result in the best eventual result. The simple fact that the result of all of that effort is increasingly likely to be lost in a totally random event is what, more than anything else, deters us from making anything other than a mutant rancor in a gurreck skin.
We need the same consideration that the other elite crafting professions are given to their work and the value of their time. They do not lose manufactured subcomponents in a critical failure, and we should not lose the 6-8 hours of collecting and carefully combining, experimenting, resampling and iterative processes we go through to create these creatures to a simple random chance which we have no effect over.
Increasing our sampling cap is a quite reasonable request, and makes sense in the context of the master bio-engineer in the game's setting and time. Safeguarding the effort and time of the customer is something SOE should be focussing on as a mission level objective, and the random wipe of hours of effort seems to negate that focus.
LLan Farseeker
XyberViri wrote:
If they keep the difficulty in Getting the higher level DNA then the cap should be removed.
Hell with DNa that high most BE will have a issue with blowing the CL out of the usable limit.
We should at least be able to Sample DNA from a ANY Clone we have made, or we should Be given the abiltiy to Send the Clone Strait to a DNA sample from Crafting if we Blow the Cl too high.
edit: and honestly i have had the most fun makeing clones than i have doing Anything else in the game in the last six months. i had some fun pvp'ing on sat duringa raid but i mostly got to test out clones in pvp.
Heck i wish i Could try and make a CL 300 Kimo from Krayt dna even if no one could tame it.
Message Edited by XyberViri on 02-16-2004 01:57 AM