Bio Engineer Archive

Thread: Top 5

meroc
Sun Apr 11, 2004 2:57 am
#14

"The only thing that will let evil triumph is for good men to do nothing".


If nothing is said, then failure is automatic.


If we state our issues,at least they are on record and the failure to have them addressed is noton our heads...





Pahbi wrote:

Week after week after week we and every other profession make these stupid top 5 lists in some feeble hope that a bug or issue will be addressed.


And week after week after week we are disappointed.


I often times wonder why we keep trying.








Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Pahbi
Sun Apr 11, 2004 12:05 pm
#15

Week after week after week we and every other profession make these stupid top 5 lists in some feeble hope that a bug or issue will be addressed.


And week after week after week we are disappointed.


I often times wonder why we keep trying.



Coredeep
Mon Apr 12, 2004 12:05 am
#16

I'd like to add one based on one of my other professions. Pet lvls... I'm not talking about the cap so much. But we should be able to make our highest lvl pet take on a TKM or their equivalent. Maybe put in and additional optional slot for a rare drop that enhances our pets. While I'd love to see BE skill tapes, this extra slot for this very rare item would be interesting. Maybe it would lower the Creature lvl a bit.. whatever.


Critical fails do concern me very much still. I made a pet with 3 ultra rare samples with VH VH and High and I lost them in a critical fail.


As far a the dna storage, could we possibly get a BE bag or pocket that stacks? From what I'm hearing in the forums it takes up more memory than SWG can handle is that correct? It wouldnt be so much of a problem for me if it were possible to put a BE component like Mask/Camo on my BackPack.


But please give us credit.. put our names on the pets we make. Heck I'd love to see the templates I've used. Maybe aBE Crafting Log.This would show what we put into the stuff we made, ie: animals, additives, whatever.


Talthazar, I dont know what kind of power you have in this but I can hardly wait to see whats going to happen to our profession. Thank you for being our voice.


Coredeep <Digital eXtreme>


MissileToad
Mon Apr 12, 2004 3:31 am
#17

Skill tapes have already been acknowledged and IMO don't belong on this list because of that... heh, more than enough options for #5.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

NJ62
Mon Apr 12, 2004 1:06 pm
#18

Just an FYI about the tailor list and BE-related issues (not that these things should go in your list but I wanted to let you know they were a priority for us):


Clothing which has decayed to 0/0 still is equippable and bonuses still work. Players must replace guns and armor, but never bioengineered clothing. Hopefully fixing this problem will boost the market for bioenhanced clothing because people will eventually need replacements.


More options for reinforced fiber panels in clothing. As it is now there are very few items of clothing that will take the popular "combat tissues." Hopefully putting reinforced fiber panels in more clothing will increase sales for bioengineers and tailors because not only will people be able to wear more tissues, but they will buy multiple outfits with the same stats for style purposes.



n'Jessi
former correspondent, former player

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Meplorium
Mon Apr 12, 2004 5:50 pm
#19






Talthazar wrote:


Ok, based on the latest Top 5 Poll, here are the issues you guys are most concerned about.


1) Valid Pets - Kind of feel that isn't much of an issue, don't make pets that are stupidly over powered for their CL level and you will be fine. It does need clarifying and is a bit buggy but shouldn't be #1.


I would rather see something about high end pets, level 60-70 be addressed. We need to be able to sample higherlevel creatures or more animals in the CL60-80 range needs to be put in the gameto sample from. CH in general has been over nerfed and all the other combat classes have been over powered with good armor, buffs, weapons. CH needs a boost. Amazing BE pets in the 60-70 range are needed. I would ask for AoE attacks, medium armor and more damage. These should be killer pets and only at the master level. This may getCH a bit more blanced with the current power of the combat professions. This is related to the valid pet issue in a way, as the best pet you can make is in the 30-38 CL range. After that, they don't get much better per CL. Maybe 1k HAM more and a bit more damage. Damage is a joke compared to what players are able to do, so damage isn't much of a factor. Pets need to go up in power at the high end, not be pointless and underpowered when compared to dabbler pets.


2) DNA Storage - This one is good. Several things can be done to help storage over all. Stack resources to 1mil, allow houses to store more items, have crates contain more items. DNA is DNA and each is different. I don't see this magically being changed to be anything less than what it is now. I would ask for a BE Clone Center building, placable by M - BEs, with those cool cloning tanks inside, that gives a good 400 storage. That would go a long way to solving specific BE issues. Mastering BE isn't that easy, so many won't master BE just to get the cool building and then drop it.


3) Critical Fails on Cloning - Keeping the DNA would be nice or simply making it go away.


4)CL visible during the Template process - A must. I would also like a slider control that letsyou pull the stats back or forward a bit to change the CL a few points. This is done after exp so you increase or decrease everything in respect to the total template. This will let us hit a specified CL level that may have beena bit under or went a bit over during experimation. I would also like to see the equation of how the game figures CL. From a cloning aspect this is important. From the crazy invalids and the Devs inability to answer that question, it is clear that they may not know what animal should be at what level. If there isn't an equation, then there needs to be one. I would combind 1 with 4 and make a whole CL cloning issue out of it. CLs need to be standardized and clear. This would take of the invalid problem right there.


5) Skill tapes for BE's - and Play City Trainers. The mystical 'Research Data' for chef tissues. Allow BE tissues to be placed in armor again.


I'll flesh this out based on feed back and get it out by the end of the day


Edit: doh, just how did that post on me?

Message Edited by Talthazar on 04-09-2004 12:33 PM








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CapricornONE
Mon Apr 12, 2004 8:49 pm
#20




1) Valid Pets Any idea when the advanced guide is coming? I thought the guide was supposed to help with this?


2) DNA Storage Does this mean blood sampling/storage? Ranger/Scouts need to be more usefull and blood sampling would do it. Give BE's the ability to create/drop a blood storage unit and allow Ranger/Scout the ability to extract blood.. This, I thought, was the best way to handle storage issues.


3) Critical Fails on Cloning Once again a must.. I hate loosing that template/samples on a critical fail...


4)CL visible during the Template process It would be nice, but its not that important to me, less history more mystery.. I really only see this being important for non-CH pets and high level (less than lvl-70 or less)


5) Skill tapes for BE's How can this be that important... I'd rathersee 'secret reasearch data' being implemented (putting in 'secret reasearch data' wouldalso quell the annoying post titled "Whats Secret Reasearch Data?")





Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
Kevie
Mon Apr 12, 2004 10:01 pm
#21








valid pets should be fixed immediately...... the ability to craft invalid pets with no exploitation, even no experimentation, is just absurd



DNA storage i don't really have a problem with, this would just be an extra bonus for me if it gets implemented



also critical fails and losing the dna i've been trying to get for hours just completely gone is enough to turn my stomach....... enough that i have to deal with failing on samples, dying, healing wounds from all those ones with disease........ the list goes on

i would be happy with either keeping the dna for the template and removing critical fails on creatures as there is NO experimentation involved


CL during crafting.... PLEASE


as for number five, i agree with this statement:


"It basically should read, "Give BEs the same baseline items that the majority of the professions in the game have." This would include skill tapes, city trainers, the ability to drop a profession-appropriate building in a player city, etc."




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
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-

Kiryoku
Tue Apr 13, 2004 1:21 am
#22


rather than simply having CL visible during the template crafting process,i'd like to askfor an experimentation bracket to lower the CL... similar to a medic's experimentation bracket that lowers required medicine use


as far as i know, BEs are the only crafters who are asked to make things not to the best of their abilities... weaponsmiths don't worry about making a gun too powerful, and medics get a chance "dumb down" their craftables... BEs are the only ones who have to worry about using too many experimentation points... sometimes i even relish a failure, as it can make a pet more manageable


umm... so... i'd change the list so as to include a CL experimentation branch, along with it being visible in the crafting stage...



kago

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0smspiff0
Tue Apr 13, 2004 9:41 am
#23

2) DNA Storage


While they did address this before - basically by saying that it is data intensive so they cannot do it we could/should take a different approach. Rather than ask to make DNA stackable (which it cannot be, even if all the attributes are the same,because of the way the game is designed) or ask for some special storage thing that would simply be rejected because of the DB issues, try ang get pre-stacked DNA.


So when we sample a creature we get a stack of 1-n DNAs where "n" is as high as, say, 5 or 10. This would let us play with DNA more (since we would have to sample less) and simply give us more DNA. Masters should have a better chance at getting N than novices and harder creatures should give N less often than easier ones.



No Sig for now... stay tuned
NancyJ
Tue Apr 13, 2004 10:08 am
#24

I like the idea of being able to take 'blood sample' which would be just like having a creature in your backpack except i'd like to be able to get 5-10 samples from it (but thats probably asking too much) so instead of coming home with 10 merek Harvester, 10 BMB and 10 BMBQ samples, I can just take back 1 MH blood sample, 1 BMB blood sample and 1 BMBQ blood sample, then when I need a MH sample - I extract a sample from the blood in the same way I would extract it from the creature. then I only get the DNA out when I need it




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200m South of Anchorhead


Nyria - Farstar



CapricornONE
Tue Apr 13, 2004 11:31 am
#25


G /agree This was probably bethe best solution thus far to the 'storage issues'



Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
MooF_Juggernaught
Tue Apr 13, 2004 12:38 pm
#26

my #1 issue is this


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=66494


that thread i made explains it all.



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