Bio Engineer Archive

Thread: Top 5 Input needed.

ArthurDentOnBria
Tue Feb 24, 2004 11:15 am
#14

Here are my top 5:


1. Get clarification/guidelines on what are "valid" pets at ALL CL levels (but most importantly CL 10)

2. Fix the "crit fail" silliness

3. Offer more varieties of clone skins including snakes and flying creatures

4. Offer more varieties of tailor tissues including something for artisans

5. More wild animals in the upper CL levels that have "interesting" stats. I'm sure we're all sick to death of FG, BMB, and MR.






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%


Xanda
Tue Feb 24, 2004 11:48 am
#15

1. I agree Talthazar that crit fails for the crafting professions as a whole are due to be fixed in Publish 7. However, I would like to get rid of critical failures on the second combine. It's sort of double jeopardy and there is no longer any experimentation that can be done on that combine. Give us the ability to experiment on CL on that final combine and then I wouldn't care so much about the potential for crit fails.
2. Removal of CL cap on sampling
3. Fliers, snakes, and creatures who have no wild equivalent (think: Geonosians)
4. More tissue items would be cool. Tissues for armorsmiths, droid engineers, bounty hunters, etc. Would all be cool stuff.
5. Like the slicing idea someone mentioned. Perhaps "bioenhancers"? Something that would amp up skills, offer temporary special attacks, convert outer skin to armor, offer resistances, etc. at the cost of marked reductions in either HAM, vitality, etc.



--Xanda
Namrah
Tue Feb 24, 2004 12:07 pm
#16

My Top 5 -



1) DNA Storage/Organisation device- The most I can have is 350 samples (250 house - 100 bank) + personal inventory space. Obviously this doesn't leave room for much other stuff.


2)Harvesting from"DNA Death" animals -even if it is at a reduced rate.


3)More tissues and Skins (many finesuggestions in other threads) / CL in template (Don't know which is more important to me, )


4) Redeed tamed pets - Be able to raise a CL 1 baby up to max ans sell it fully grown. (CH will love this too)


5) Name of the sample to include the name of the creature it came from


ArthurDentOnBria
Tue Feb 24, 2004 12:10 pm
#17

I don't care who addresses it, I just want it addressed. The other day someone asked me for a animal with very very specific stats. I recognized the stats immediately: 5x BMB Queen. I just so happened to have 6 BMBQ samples. I failed 4 times during experimentation and crit failed on the combine. And of course I'm a MBE with top quality tools, and this sort of nonesense is not even uncommon. 5% my arse!




Talthazar wrote:

Do we really want crit fails on this round of the Top 5? It is already being addressed in Pub 7.









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%


c00kie
Tue Feb 24, 2004 12:24 pm
#18

1. Make creatures we kill by sampling harvestable/lootable.... Nothing more frustrating than killing a lair and not getting anything but DNA from it.


2. More space for our samples. It is really hard to make an efficient sample trip if we have to empty our inventory before leaving for the trip and can't carry stuff to help us while in the field, ie armor, food, spice, weapons and such. Plus to keep stock its insane, we can't stack, for obvious reasons, like any resource, so this needs to be fixed.


3. More skins to chose from. This isn't a huge deal, but I would like to see flyers and snakes.


4. I for 1 wouldn't mind seeing a better percentage of succesful dna samples. Most people I have chatted with seem to agree. The failure rateson samples are way too high.


5. I would like more variety in tissues to play with. It may be just me, but I think we could benifit from a wider variety of tissues.





Owapa - Colonel Rebel Army
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RandoD
Tue Feb 24, 2004 12:26 pm
#19


I'm relatively new to BE, so haven't lived through a lot of what you all have,but here are some nice to haves in my opinion:


- Storage issue of DNA. Chef can have 100k wheat, but I can only have a certain number of samples

- Flying and different creatures, more colors, sizing options (Keep a Bantha small) type stuff

- Ability to See CL on Template. Even better - See CL when experimenting to watch it go up. EVEN BETTER - Allow us to experiment DOWN so we can drop something from a 15 to a 14 in case we made something too good. Real time CL meter so to speak.

- Ability to sell pre-grown, untamed pets

- Harvest a sampled to death creature - woot!
- Have creature name displayed in DNA sample on mouse over so I don't have to examine every one to organize


Bonus

- A pre-made Dev response that is automatically transmitted topeopple requestingUber petsthatsays something like"No, I can't do that... I don't care WHAT you saw, I can't do it. No. No... Please leave me alone. Seriously. Oh for the love of God..."




Rrrando -- Wookiee -- StarSider -- Trinity -- Events Planner
Come see the famous Drunkan Gungan Cantina on Naboo
Templar1865
Tue Feb 24, 2004 12:36 pm
#20

Talth,


Although they are addressing the chance of a crit fail, my bigger issue is the loss of DNA due to a crit fail. Similar to Architect and Jedi crafting (and others), I would like to see us loose our flora and fauna resources on a crit fail but NOT our DNA or templates. There's simply too much work that goes into these things for them to poof. I know that this would also lower BE creature prices somewhat.


Issues:


1) We need mass DNA storage. This is an annoying handicap that is unique to us in the crafting world.

2) I'd like to see a "Current CL" displayed AS WE EXPERIMENT on a DNA template. Each time we spend an experimentation point, the Current CL updates.

3) Full Documentation on the Profession

4) Fauna Farms: give CHs and/or Rangers some love. We need some sort of structure that produces a reliable amount of this resource. CHs and Rangers could be instrumental in providing a component of it (I like the idea of having three sinks: maintenance, power, and creatures)

5) More colors and skins (It can't be that backbreaking to repainttexture maps!)
Mirrl
Tue Feb 24, 2004 12:49 pm
#21

1) Officicial guide to legal pets. This means other this a clear guide to how CL is determined. I think it would be ideal if they discussed this with us and made it official. I don't like selling goods that the devs may decide to invalidate becuase we happen to be good at our proffession and they won't tell us what the limit should be.


2) A CL indicator on the template during experimentation and on the finalized template. Even if this is just an approximate. In the even that this is an aproximate I'd like it to be the maximum so that we can get a good success and have the CL be lower than expected.


3) Fix experimentation failures on clones. Currently if you fail an experiment on an attribute then something you weren't experimenting on will go down. As an example I don't think its reasonable that experimenting aggression can cause fortitude to go down. If this behavior is desired by the devs then I think that we should then get the ability to experiment it back up. In the case above I could have already maxed out the physique stats. I experiment agression and get a failure. The fortitude drops below 500 and I lose light armor. I still have experimentation points left but it won't let me experiment on phsyique because it had been maxed out. This despite the fact that the physique stats are no longer at max.


4) However you do it we need more creature resources, especially meat. BE/medic/doctor/combat medic/chef/smuggler all use huge amounts of meat in disposable/consumable products. This means meat can be used up faster than just about any other resource and yet its the toughest to get in reasonable quantities.


5) If we get a working formula for CL then there is no need for a sampling limit. I think we should be able to sample anything out there, assuming it doesn't kill us first.






From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
Wokka
Tue Feb 24, 2004 2:49 pm
#22

I know I'm about to be unpopular for this, but I see no need to harvest meat from a sampled to death critter. I get enough meat from those I have to kill because they aggro'd during sampling. Meat gathering should be a separate process than sampling and both should not be done to the same corpse. that's a little greedy I think, but in some minds it seems entirely natural because when you kill something, you're used to harvesting. when you kill it using sampling, you have a subconscious urge to complete a task by harvesting.


Scouts can only gather one resource from a dead critter, why should we get 2?


Please, add a valid and reasonable category for pet deeds on the bazaar as well as vendors.


Wokka-wokka


meroc
Tue Feb 24, 2004 7:24 pm
#23

It may be a bit pedantic, but we would get one resource from a live creature, then one from dead creature, not two from a dead creature. Scouts also get to harvest milk from a live creature, then meat, hide or bone from a dead creature.


Whydiscriminate against BE's just cause we killed something with a needle and not a gun?





Wokka wrote:

Scouts can only gather one resource from a dead critter, why should we get 2?









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
Windsplitter
Tue Feb 24, 2004 8:14 pm
#24

ah yes, the ability to harvest after the creature dies from our sampling.




Tenrai Master Ranger | Master Rifleman Chibi's Med Supplies and Chef Suzi's Cafe
BurningFist
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LittlePaw
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blazed_fosho
Tue Feb 24, 2004 9:16 pm
#25

"1) Sample holder. Thinking about it probably best in the form of a piece of furniture (DNA storage locker) which hold's DNA up to say 500 samples but only takes 1 unit of space in the building. Would need to be labelable by the BE so he can have several for different DNA."

I would like to point out that when the devs agree with us there is a storage problem, they're not talking bout your difficutly storing DNA. The SWG database simply has no space to support the suggestion listed above. Inventory limits are in place with the explicit intent of preventing the above from happening.


Arimah
blazed_fosho
Tue Feb 24, 2004 9:36 pm
#26

I suppose I should toss in my other penny...


My own solution for DNA storage problems was to make batches of templates... figure a nice DNA mix... go fill your inventory with said DNA... head to your favorite crafting location... begin assembling/experimenting... the first template you make.. continue on and final assemble it.. ta da.. you now have a good approximation of the CL of your templates... now assemble all the rest and label them with the @CL(and other info as you wish). Now repeat this for other commonly requested creature builds. Now you can reliably supply made to order creatures! My customers were always very happy to be told their pet order could be filled in 1 minute and of course they got to choose the creature skin and its color too.


Arimah


Ex-MBE
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