Bio Engineer Archive

Thread: Bio-engineer Issues List February

Talthazar
Tue Feb 24, 2004 2:52 pm
#14






JediNewb wrote:
I think there's a section for pet deeds under Misc...but it's been so long since I've looked I could very well be wrong. :/




There is a category on the left that says Deeds. Pets, Architect and droid deeds each have thier own sublisting under Deeds.




Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
sumner
Wed Feb 25, 2004 7:48 am
#15






Talthazar wrote:



  • DNA Sampling,Gameplay,Many feel the mind cost for sampling is way too high.

  • DNA Sampling,Gameplay,Failure rate for DNA sampling for low level BE's. Where are we on this? I have not seen a post complaining about this in a while.




Both of these are related, with a hit of 234 to my mind for every attempt at a sample Ioften blow through my 750 mind points before I get a good sample! The sampling failure seems very random too, sometimes I can sample 5-6 creatures in a rowsucessfully, other times I can have 10-15 unsucsessful tries in a row, this doesn't seem to matter if I'm tapping trash outside theed, lesser dewbacks on tat or juvie kilomongas on lok! NowI understand that being a newb is supposed to be hard, but when you have to sample 200-300 creatures to make DNA II these kinds of failure rates are outrageous. I don't know if more xp, less mind costor better chances are the way to go, butI think something needs to be done, this is more tedious than the BHInv line!


I really like BE, I was one last fall but left due to bugs ect, Over the last few published I was reading the updates and decided to try it again, much better, but oh the grind! Also I love the idea of being able to harvest resources from "DNA sampled to death" creatures, but I think in fareness it should be halved from normal, it isn't quite fair that we can stick something a few times, have it fallover and then harvest it. A BE with no combat skills at all could harvest from the highest level creatures in the game, not real fair to the people who put the points into scout/ranger/combat to do the same.





o._.._[ggg]:...__________,_
[]ggg[c]gg[g][ggggggg]:(ggggggg) Otto Yardhand (ggggggg)
''.''''''''''''///_/''^=====///
_._,....///
Imperial Scout Trooper Officer, Captain of the VT-49 Decimator "Obliterator"


Shenron
Wed Feb 25, 2004 10:43 am
#16

better ways to fish perhaps ???

The mollusk, crustacean and milk problem is now kinda solved, but fishing is still slow, only gathers small amounts and failure rate (losing bait,...) is quite high
Merlishu
Wed Feb 25, 2004 11:17 am
#17

*Add missions for BE's, in the form of mission terminals and NPC quests. Maybe the BE has to craft a creature with a certain combination of traits, or collect a particular variety of DNA.

*Give BE's a way to generate creature food resources efficiently. Right now the in-game economy makes meat extremely expensive. Milk, fishing, and shellfish are too inefficient. Perhaps allow BE to generate clones that can be used as a source of milk or meat.



/lurk
Wokka
Wed Feb 25, 2004 12:38 pm
#18






sumner wrote:





Talthazar wrote:



  • DNA Sampling,Gameplay,Many feel the mind cost for sampling is way too high.

  • DNA Sampling,Gameplay,Failure rate for DNA sampling for low level BE's. Where are we on this? I have not seen a post complaining about this in a while.




Both of these are related, with a hit of 234 to my mind for every attempt at a sample Ioften blow through my 750 mind points before I get a good sample! The sampling failure seems very random too, sometimes I can sample 5-6 creatures in a rowsucessfully, other times I can have 10-15 unsucsessful tries in a row, this doesn't seem to matter if I'm tapping trash outside theed, lesser dewbacks on tat or juvie kilomongas on lok! NowI understand that being a newb is supposed to be hard, but when you have to sample 200-300 creatures to make DNA II these kinds of failure rates are outrageous. I don't know if more xp, less mind costor better chances are the way to go, butI think something needs to be done, this is more tedious than the BHInv line!





Actually there are already in-game solutions to lowering the mind cost substantially. I only have a cost of 85 per sample using this method. 1) Vasarian Brandy 2) Ryshcate (which may no longer be available, but I stocked up a LOT) and 3) Entertainer mind buffs. (dancers for the top mind bar and musicians for the other 2)

The Brandy will enhance all 3 mind stats, giving you 3 things: higher pool, less cost, and faster regen. In that order. the ryshcate lowers the cost of all 3 ham bars, one of them being mind. the end result was that it now costs me 85 mind to get samples. I can sample almost continuously without ever needing to rest. just don't overdo it because now you have a stomach and it can be filled if you eat and drink too often.


Wokka-wokka

MejPeiper
Wed Feb 25, 2004 2:07 pm
#19

Could the issue of milk, egg, etc. be fixed by having "farms" ie a couple domisicated "cows," and "chickens" put your feed, water, etc in with your livestock and the farm factorykicks out your production of milk, eggs...




RodianX
Wed Feb 25, 2004 2:32 pm
#20


First, I think that the Devs need to be very careful to not phase BE out all together. They already made mounts mostly obsolete with vehicles! (much faster and now less expensive, considering CL10 limit for non CH) They risk making our non CH pets obsolete with the Droid expansion (since we all know that a master DE will make droid with awesome armor and good stats that will beat the heck out of any CL 10 pet a master BE could make, even before they nurf us again) Our chef additives are optional and since meat is so hard to get in large stacks, it is hard to make large factory batches of additives, so most chefs just don't put in the additive in their factory batches since they can make large batches if they skip the BE additive. (or very expensive if we purchase the meat, since most people charge 10-20cr/unit for even mediochre meat, making our additives expensive, making Chefs want to skip it because it would add too much cost to their product) So, basically we are only good for specialty additives for small elite runs for chefs, and support for CH (pet meds and BE pets that are only marginally better than what can be found in the wild (sometimes inferior))


With that in mind... Something has to be done about creature crafting! We don't have experimentation on the creature part. No other crafting profession has this problem!!!!! Either make it so that weaponsmiths and the like can experiment on subcomponents but not final gun phase (fair for all), give us BE's back ability to experiment on creature making phase, or make creature making one step (loose the template part, just put DNA samples and meat together to get pets)!!!! The way it is now makes us get double the chances for a crit failure with no benefit to us.


Next, I think we should have an experiment down option. Sometimes we are making pets for a target CL (not everyone is a non-ch or master CH... there are LOTS of people in between) so making a experiment down (like the experiment up option already in the experiment phase) would make our lives better. Also, show us the CL in the experiment data, so we can better meet our customer's requests.


Information! We are the only class that has no clue what we are doing when we craft. Some people think they have a clue, but they only barely have a weak theory. For instance, special attacks and ranged attacks... no one really knows where they come from. Some say special 1 from Aggression and special 2 from mental (or psych) but I have experiments that do not support that theory (especially when all the samples have different specials). Ranged seems to be almost totally random where it comes from! We need the real data on where this stuff comes from. If you think that that's the way biology or genetic engineering work, you would be wrong! My wife is a genetic scientist with the USDA and they don't just get random stuff from their experiments. There is order in nature. Also, from a game perspective, why should we suffer with random products when the other crafting professions can get known results and know what they are doing.


Last is my quick statement about the "uber pet" "problem" in non-CH CL10 pets. These pets get high HAMs by trading other stuff. (like bravery and running away all the time, or not doing enough damage to keep agro of enemy they are supposed to be tanking) The pets we make (if you made them ballanced like the ones in nature) are FAR weaker than the ones any shmo can find on the side of the hill! Even a master BE can't make a clone with all stats as good as the ones in nature! (something else wrong with BE that could be solved by experiment on creature building phase as well as template phase) The value of the BE pets is in the fact that we CAN make them imballanced. It is always a trade-off. Besides, the process to make these "uber pets" is long (multiple generation cloning and resampling), expensive (since it takes 2-4 pets resampled to get enough DNA samples from a clone before the clone dies, even as a master BE), and very specialized (actual scientific skill is needed by the player since no info on the clone process is available, see above) So, with all this against us, why not be able to make a pet a little better than nature! A lot of work went into it and as I said, it is imballanced statsanyway, not cheating overpowered. A weapon smith (even a novice) makes weapons better than the ones dropped in the game, so why do you find it neccessary to nerf the creatures we make so that they are WAY weaker than the ones found wild in the game?!?!? Wasn't the premise of the game that player crafted stuff was SUPPOSED to be better than stuff you find?


In summary, DEVs, either remove BE from the game or fix it so it is fun to play. You seem to be trying to phase us out! This profession has been broke since Beta (I was a tester), and it has not ever worked right. We don't want to be the most powerful class in the game, but to be even with the other crafters in earning potential, experimentation ability, and knowlege of our abilities and crafting. We will always be disadvantaged by the resourses we use (almost none of them auto-harvester-able), but that is the price we pay and expect to pay for our profession. Please take these things into account when you look at the power of our stuff we make. Make our crafted stuffcompetitive with the stuff that it competes with. (vehicles, droids, animals in nature, ect.) Please don't make ALL our crafted stuff inferior.


Thanks

Ibakko, Master Bio-Engineer, Ibakko-MED Industries



Ibakko - Master Bio-Engineer, Master Creature Handler, Intrepid
Aazur - Master Weaponsmith, Master Droid Engineer, Master Shipwright, Intrepid
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The generation of random numbers is too important to be left to chance
"This e-mail was sent using 100% recycled electrons"




Lochar
Wed Feb 25, 2004 3:59 pm
#21

The skins still contain some hidden modifiers or it seems that way to me as far as CL's that can be achieved. If a Rancor can be made that has a min lvl of 30 they need to list this to us. I tend to try different skins just for variety and even with similiar DNA samples I get variety of CL's.



1. Either make them TRUE skins and have CL lvl really determined by DNA - SO I could make a lvl 10 kimo with 1k HAM


2. Gives us a breakdown of min-max lvls for skins so we know which to use to a better degree.


MissileToad
Wed Feb 25, 2004 6:22 pm
#22

I didn't see it here, but Chef additive ingredients... I'm not sure if it bugs a lot of you, but it greatly bothers me that our additives take more ingredients than the foods they are used in. Is maple syrup really so much more intensive than the pancakes they enhance? Tissues for Tailors use less ingredients, and those are not rapidly consumed items like foods are... granted BE enhanced Chef foods should not be the mainstay of a Chef, but the current requirements are insane.


And a minor complaint... move DNA template schematic to the Creatures tab in the crafting process? Having an entire tab for just one schematic is wierd.



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 -

Drackon41
Wed Feb 25, 2004 6:51 pm
#23

I agree that dna sampling fails way, way to much.


When I fail on vynocks, scavanger rats and the like-mutliple times then that is way to much-and I mean 5 or 6 times in a row.


I talked with a Master BE and he failed twice in a row on Durnis. There is no way a MBE should ever fail like that on a cl10 creature.


meroc
Wed Feb 25, 2004 7:59 pm
#24

Great list Talth.


"Cloning,Gameplay,Colos do not always stay once a clone is tamed "


I believe that should read "Cloning,Gameplay,Colorsdo not always stay once a clone is tamed"?



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
JediNewb
Wed Feb 25, 2004 9:18 pm
#25


Meroc,


I believe "Star Wars: Your standing in it." should read "Star Wars: You're standing in it."




I agree, good list, Talth.
Merlishu
Thu Feb 26, 2004 8:06 am
#26

How about allowing BE to make their own custom DNA templates, sort of like a schematic?
For example, BE uses the normal resources to create a good CL10 critter. They can then convert the critter to a DNA schematic. Any DNA they put in the custom schematic slots would be scaled down as needed for the CL10 result. They can use this same schematic to turn out many similar CL10 creatures. That would help solve the mystery CL issue.



/lurk
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