Bio Engineer Archive
Thread: top bio engineer issues Jan 05: priorities
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badpin
Sat Jan 08, 2005 5:49 am
#27
Again so much iformation not sure where to rank these I feel the lack of resorces is the bigest you forgot seeds I have yet to see this resorce anywhere and secret research what? lol anyways I have been a master be on the kauri server for sometime now and I have been told make some of the best mods and pets on our server be is not an easy profesion and the most important thing is the collection of rare resorces and rare dna to not have resorces spawn at all that are needed is just well unacceptable. I personaly have many issues within the game but the dis function of any 1 profession is of little diference to the whole picture which is really out of focus as far as I can see, and the devs should be more worried about overall content and keeping what little customer base they have left. I also would like to add that the economy on our server is rapidly falling I just created over 100 very nice pets and have sold maybe 10 in 2 days not good....
My personal Top issues
1. lack of needed resorces (never have spawned)
2. vendors (I am soooo sick of vendors and even 30 days is not enough)
3. Inventory issues
4. decay rate of pets and clothes (maybe the reason things sell so slowly is they decay so slowly ya think?)
5. Warping (you mean this isnt part of the game?)
6. Pet schematics? (get rid of the option or make it functional)
7. village stuff
8. tapes?
9. Ranking system for be's?
10. critical failures of templates
ArthurDentOnBria
Sat Jan 08, 2005 9:57 am
#28
Just wanted to thank those of you that gave your feedback (and especially those of you that followed the instructions). I'm going to let this run for a few more days, I'm hoping for a little more feedback before we close this, then we'll break it down and start discussing the individual top issues.
Once again, just to re-iterate. If you'd like your feedback to matter, please follow the instructions carefully at the top of the thread. The first 20 people or so did a terrific job of this.
thanks a lot for your help.
PhimaKirsto
Sun Jan 09, 2005 1:07 am
#29
My top ten:
1) 8. tissue ingredients vs desirability balance
Needing eggs (hard to get and usually expensive) for tissues to go into clothes for entertainers (often the poorest people in game) is insanity!
2) 10. BE's excluded from FS crafters quest (both unlocking and transferring xp)
Not an issue for me personally, I don't intend on making Kanis FS, but these should be open to all
3) 1. lack of skill tapes
Not in the way you my think, keeping these out of BE is important to me.
4) 29.creature donor's name listed on dna sample in inventory
Such a pain having to sort through 50 samples to find the critter you need.
5) 35. some method for hitting target CLs more easily
Not sure how it would work with crafting a generic DNA template that could go into a durni or a rancor, but some way of knowing approximate CL level would be a help
6) 26.more tailor and chef tissues
Specifically, more tailor tissues. I'd like to see tissues that give a bonus to attack accuracy, defence vs states, maybe something for the crafters as well.
7) 28.BE creator's name listed on tamed creature when /examine
Great advertising!
8) 23. creature warping (including upwards) during sampling & milking
Major pain in the arse when something warps 50 metres into the middle of a load of aggro critters
9) 5. dna storage (laboratory, blood, freezer, droid,etc.)
We need lots for flora harvesters, so keeping 10 houses full of DNA isn't a realistic option.
10) 6. harvesting of dna samplingkills
NO! I really don't want to see this introduced. To me, harvesting resources is a reward for a success, ie killing the creature, but, I view killing a creature when sampling DNA as a failure, so it shouldn't be rewarded with the resources.
Hylidex
Sun Jan 09, 2005 8:25 am
#30
This is off topic here, but I hate to see you lose out on possibilities because of a really strange way of defining organics. SWG considers beans, fruit, fungus, and greens all to be seeds.
badpin wrote:
Again so much iformation not sure where to rank these I feel the lack of resorces is the bigest you forgot seeds I have yet to see this resorce anywhere
Halthron
Sun Jan 09, 2005 8:53 am
#31
9. dna sampling failure rates
10. BE's excluded from FS crafters quest (both unlocking and transferring xp)
5. dna storage (laboratory, blood, freezer, droid, etc.)
23. creature warping (including upwards) during sampling & milking
7. experimentation & assembly failure rate (also losing the dna template)
35. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)
34. different damage types for BE pets
31. more explanatory info listed on pet deed: suitability for non-ch, aggro/non-aggro, mountable
6. harvesting of dna sampling kills
2. lack of secret research data
10. BE's excluded from FS crafters quest (both unlocking and transferring xp)
5. dna storage (laboratory, blood, freezer, droid, etc.)
23. creature warping (including upwards) during sampling & milking
7. experimentation & assembly failure rate (also losing the dna template)
35. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)
34. different damage types for BE pets
31. more explanatory info listed on pet deed: suitability for non-ch, aggro/non-aggro, mountable
6. harvesting of dna sampling kills
2. lack of secret research data
Message Edited by Halthron on 01-09-2005 07:55 AM
Grozurr
Sun Jan 09, 2005 10:27 am
#32
1) 8. tissue ingredients vs desirability balance
2) 5. dna storage (laboratory, blood, freezer, droid,etc.)
3) 34.different damage types for BE pets
4) 7. experimentation & assembly failure rate(also losing the dna template)
5) 35. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)
6) 26.more tailor and chef tissues
7) 25. more variety in craftable creatures (new skins, colors, sizes)
8) 14. BE's often find themselves becoming "schematic monkeys" rather than selling products
9) 28.BE creator's name listed on tamed creature when /examine
10) 18. 33/33/33 tissues
Here's my top 10, in some order of importance (my top 3 are fairly important for me, the last 2 are mostly annoying and #10 has gotten me into a few arguments over what is the "right" combination, #4 and 5 just need to be addressed, and 6-8 are all about the same in terms of urgency)
Grozzer
Breeder/Sentinel
Kauri
Felisconcolori
Mon Jan 10, 2005 9:39 pm
#33
From the list of topics offered up (and a well rounded, well grounded list it is)... (After Reviewing, moved placement of reasoning to outside of list; original purpose was to give some depth to why I feel this way so that ArthurDent may get a feeling for causes and solutions that may be offered. A subtle solution may not directly impact these issues, but may come from other changes derived from the feel of why these things are problems.)
#1 - (4) too many skill points used for BE
#2 - (3) Vendors for BE -
#3 - (5) DNA Storage.
#4 - (7) experimentation & assembly failure rate(also losing the dna template) -
#5 - (25) more variety in craftable creatures (new skins, colors, sizes) -
#6 - (28) BE creator's name listed on tamed creature when /examine -
#7 - (35) some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.) -
Those are my top list, but because you want ten, here's a the important ones again:
#8 - Please see #1.
#9 - Please see #4
#10 - Please see #2
Now, mutating pets... that'd be cool... wait, how much coding does that require? N/m....
REASONING:
#1- Just search the posts I've done the past day, you're sure to see me whining because I can't beat drive off a Durni if it gets upset I'm poking it.
#2-This relates directly to #1... I have to spend HOW many SPs just to make a profit at my profession? No wonder I die so often I have my own Insurance Terminal.(And really, do I have to pay to clone myself? I'm not much more complex than a Rancor.... and I can make one of those myself...)
#3-Yes, because I can't plant more than one harvestor due to the houses I need to store my meat, flora, DNA, etc. And the DNA takes up most of my Safety Deposit, too.
#4- Because there is nothing quite as frustrating as putting together the DNA you died multiple times to get, getting an awesome template, and then having it go BOOM when you add some meat and flora (ESP since the quality of the meat and flora seems to play no role in the final product.)
#5- I don't care too much about the skins, but I want to make a snow white Bantha and pitch black gurreck. I can paint my droid, why can't I alter pigmentation in my pets? (They seem to use the same systems in many other ways.)
#6- Every other crafting profession gets this kudo. If I make an ubre-133t pet, I want people to be able to see my brand right there on its butt proclaiming that I am the greatest of all time.
#7-Like I said, not an exact specify the level, but something that will give us a better ballparking ability. Maybe an ongoing display of a CL range that adjusts while we are crafting. At least to give us an idea what our experimentation is affecting.
Message Edited by Felisconcolori on 01-10-2005 11:49 PM
Amana
Wed Jan 12, 2005 7:05 pm
#34
order of importance with number xx being the subject/topic.
1. number 7 (MR samples hard to get and even more frustrating when ya fail)
2. number 25
3. number 27
4. number 33 (have a R.I.S. like quest for us BEs make a cool pet
)
5. number 1 (maybe let that broken mesonscope become something for us
)
6. number 9
7. number 5
8. number 23
9. number 4
10. number 28
Message Edited by Amana on 01-12-2005 06:06 PM
Gelert
Thu Jan 13, 2005 12:50 am
#35
Arthur, I read your last post (the thanking message) and I dont suppose that last half of the first paragraff was directed at me was it?
*Innocent Whistles*
Catch ya later. Take care.
Gelert
AnakinsClone
Thu Jan 13, 2005 9:32 pm
#36
1. experimentation & assembly failure rate(also losing the dna template) - still my #1 issue.
2.more high level sampleable creatures added to game (also the apparent CL sampling cap)
3. harvesting of dna samplingkills - there's no reason we shouldn't be able to.
4. vendors for BE's
5. too many skill points used for BE
6. dna storage (laboratory, blood, freezer, droid,etc.) - 2 houses & a vendor full of dna...
7. BE's excluded from FS crafters quest (both unlocking and transferring xp)
8. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)
9.BE creator's name listed on tamed creature when /examine
10. more variety in craftable creatures (new skins, colors, sizes) &more tailor and chef tissues
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