Bio Engineer Archive
Thread: Top 10 Questions for the Devs.
1. Will the Tissue line be expanded to include pet buffs?
2. Will the BE clone system get documentation added so newbies don't have to ask in the forums what kit type they need to use?
3. What is the general direction that the Devs want BE to go in (what is their "vision" of BE's)?
4. Will MBE's ever be allowed abase model vendor to sell their crafted wares (Most other crafters have the Artisan line and can afford vendors cheaply skill point wise)?
5. Could the Medic prarent line be replaced with something from the Artisan line?
Talthazar wrote:
What is a legal pet?
I'm not sure about this one. Really this is a very complicated question. Say a legal cl 10 pet is no more than 2500 ham, no more than 100 damage and no more than 20 total resist. Does this mean a valid cl 10 pet could have 2500 ham, 20 kinetic and 100 damage? Well, probably not, Anyone who's done many of them know to get 2500 ham, you have to sacrifice the damage. And that's just cl 10 in a system that goes up to 70. Would a better question be what is the maximum cl bonus we can get on a pet? What do you guys think? Would you rather ask for a better explanation of the cl formula given Keldarins reluctance to give us any formulas?
Tal-N wrote:
#1. Why don't we have any flier or snake type species in our clone list when we asked for them?
#2. Are area of effect specials not transferring to clones an intentional feature or a bug?
#3. Can we have some firm details on how this cloning system works please?
#4. Why don't we have a realtime indicator for the CL rating as we experiment on the template?
#5. Can you stop dna from being lost from critical failures on the templateplease?
#6. What is being done about complaints that bio-engineers need maskscent skills to make certain clones?
#7. Can we please have a dna storage device which has less capacity than the amount of dna within?
#8. What are your plans for now expanding what our profession does?
#9. When can we expect new additions to our profession other than the impending food additives?
#10. When are skill enhancing tissues for clothes going to be fixed so they stack properly as promised?
In reguards to the issue about maskscent and storageI'd personally like to know what Keldarin thinks about the solution which involves using blood samples. Whereby we can make a tool which has charges, other professions such as Rangers can then extract blood from animals much like we do with dna, the quality of the tool improves how muchblood is extracted at once. The blood would essentially be like a resource so it would stack, a bio-engineer can then extract (or try to extract) a single dna samples from each single unit of blood. This means bio-engineers can mass store a source of dna which is not heavy on the database as people having houses and backpacks full of dna samples, that not only helps the server performance but overcomes two of the current complaints we have about storage and gathering dna from predators when we don't have maskscent.
3 birds with 1 stone, can't get better than that.
ill use his 10 for my 10 ?'s also ![]()
btw i use the base ment of my pa hall on my first account and the base ment of the pa hall(psudo mall) on my 3rd account, hell i should get a pa hall on all four of my accounts and drop them next to each other. i can do with 2400 item storage and 400 item storage in bank and 440 item storage in inventory.
What is considered a legal pet?
Can we please have the CL show on the template rather then having to wait till after choosing a creature skin? *I have too many monster bearded jax's* ![]()
Sampling Mutant Rancors: why is it next to impossible even with partial Ranger skills and a full set of enhanced mask scent/camoflauge clothing?
BASIC documentation. I like the fact that BE is not just laid out on a platter for anyone to do, (keeps BE business limited to those serious about it) but a set of guidelines/basic rules/instructions would be nice.
Actaully having the formula would be nice but a large put of the BE fun is experimentation. If the devs are happy with the calc then afaics it's open season for us, every pet we make is valid for it's CL and it's up to us to make best use of the CL.
2) Are there any plans to change the usefulness of petstims? They score over ordinary stims only because they're on a different timer and that they heal mind too, which is of marginal benefit given the tricks. C's and D's are unviable due to ingredients and generally they don't heal enough in comparison to normal stims.
3) Are there any plans to change the Clone line? Whilst it's nice to have such a large choice the practical choice is a cat skin for speed, size and fewer bugs or the few models that can be mounts. Models for non ch uses such as entertainers, perhaps snake/flyer/swimmer?
4) Are Live samples ever going to be of any use to us?
5) Can we have the aggresion rating and min CL level on the creature schematic?
6) Does the ingredient's OQ affect the crit/fail rate?
I'm going to try hard not to make this a wish list for features and provide questions that are easy for the Devs to answer.
1. Will you please post the algorithm you use to calculate CL? For example CL=(Health*.001)+(Action*.001)+(Mind*.001)+(Max Dmg*.025)+(Resist1*.05)+... This should be almost a cut and paste from the code and would require minimal effort. I'd rather have a complicated forumla now than wait until we have comprehensive documentation.
2. Can you confirm that any creature crafted since the January BE hotfix will remain a valid, callable petat its current CL?
3. Will you provide details or at least current thinking on what, if anything, is going to be done with the pre-patch pets that were briefly rendered uncallable (i.e., trade-in program, good to go as-is, etc.)?
4. Can you provide a brief description of the items on the development roadmap for Bio Engineer and their relative priority / position in the queue?
5. Do you consider Bio Engineer relatively done in terms of gameplay benchmarked against what you envisoned to this point (i.e., working as intended, fleshed out, etc.)?
6. What ideas do you have for future BE development that are in the concept/idea stage?
7. Can you tell us whether or not walking slowly, crawling, being on a mount, etc. make a difference when stalking a creature with mask scent trying to get a sample? Currently it seems to be a simple check every X seconds and I get the same results whether I'm mounted or "sneaking."
I agree with a lot of the great ideas for feature enhancments (storage for DNA, sorting/naming for DNA, skill tapes) posted by others, but these are all the questions I have at the moment.
ill use his 10 for my 10 ?'s also
Get your own f*ckin' questions
Anyway it sounds like alot of people want to ask about the CL ratings so it would be a good idea to phrase a question which allows for an answer to all the aspects within a single question. That ensures we get as much information as possible from these top 10. So how about:
Bio-engineers would all like more control over the CL ratings for clones, can you have the system improved to allow for that soon please?
Then you follow up briefly saying things which would help here is the ability to see the CL rating on the GUI during experimentation and on the final template andthe ability to raise and lower the stats rather than simply being limited to increasing them. Also within that question you're asking if we can have it soon, so a proper reply to that single question would give us a rough timeframe to expect it within as well.
- Regarding resampling: could we consider sampling the DNA template instead of making a creature and thus risking another crit fail? After all, the template is the DNA itself.
- AoE attacks: plague and force strikes, for example. Is there a reason that--if we can't get these to stick--we don't get the "non-AoE" equivalent instead of using up a blank slot. For example: Bull Rancor's plague strike. Instead of losing that powerful attack in the combine, could it be replaced with Strong Disease?
- Why is there a cap on sampling? Shouldn't that be skill-based (ie, higher DNA sampling ability, higher level sampling ability with MBE having no limit)? Since CHs have a limit to how high a creature they can control, there's really no reason we can't sample uber creatures. After all, if we create something greater than CL70, when it's full grown, no one can use it. But, having the advanced DNA could enhance mid-level clones considerably on the other hand.
- Why are there caps on resistances that are less than on creatures that spawn babies in the wild?
- Is it intended that MBEs cannot make less powerful creatures? As one travels up the BE skill ladder, it becomes increasingly difficult to make clones less powerful. Novice BEs can make great CL10s, for example, whereas for me it takes a lot of effort to make the same creature since my samples are so high quality.
- Already stated: why aren't the types of creatures from which the DNA is sampled only visible with "examine". I do realize that the patch notes suggest that there will be an option in the inventory window to allow the left side of the window to show items' stats without having to open a separate window, but that still requires clicks and searching. I do think adding the sample source would help a lot.
- Why have qualities of DNA that don't ultimately impact the quality of the combine? By this I mean, if I have 5 VHQ samples, I should, in theory make a VHQ template. But if 3 of those samples are gnort DNA and the other 2 are rancor, there is a HUGE discrepancy between the DNA qualities in reality. I would like to see a DNA system that allows us to see a DNA sample quality and know exactly what CL range it has. Perhaps a 1-10 rating scale? Currently the actual qualities matter little to me but are the only stats available without examine.
- What is causing us to crit fail? Active thread in the forums right now about the effect (or lack thereof) of +bonus tools and stations; I personally find everything to be random...sometimes it works, sometimes it doesn't. Doesn't seem to matter if I use high quality components or not (in regards to cloning specifically). Can you please tell us what makes the difference in making our products the best they can be?
- I second the need to see the CL of the final combine DNA. Is the system currently built so that the "future" CL of any template is based on the components used? Strictly on the skin? How is it determined?
- If we can trick out our rides, then can we please trick out our pets?
Thanks ![]()
1) We need to know what's legal and what's not.
2) Containment. We are the only crafting profession that needs to own a large house just for"resource" storage.
3) Color customization does not always stick when the clone is tamed.
4) More usefull tissues, maybe tissues for weapons and armor?
5) Fish issues. People want crates of Stim Ds. This is impossible unless I spend an entire shift period fishing 24/7.
6) We need skill tapes for Assembly and Experimentation.
7) Legandary loot drops like Rancor Bile and Janta Blood for insertion into craftable Items.
8) Pet Buffs.
9) CL on the DNA template.