Bio Engineer Archive

Thread: Top 10 Questions for the Devs.

meroc
Thu Jan 29, 2004 12:03 am
#27

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?


6. Can the Devs PLEASE give us some guidelines on what pets min/maxHAM (and damage, etc)should be for a given level so people will know, and not have to guess, when they have a "bugged" or not.



I was going to add something about the Critical Fails, but that is already being looked at.


If I think of any more I'll add them on later )



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
DialUp
Thu Jan 29, 2004 1:21 am
#28






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?









Comlicated or not, I am unable to sell ANY pets, in good conscious, since they may get nerfed. AFAIK, the pet side of the profession is 100% broken and we had to figuire that out for ourselves...


I would be happy withANY formula, explanation, specifics, etc... that would let me start selling pets that will not get nerfed. I would get on board with ANY question you propose to them that would let me go back into business.





Elvizzard
Thu Jan 29, 2004 4:37 am
#29















NOTE. The questions are not sorted in order of importance.


1. Naming method of DNA samples, for ex. VHQ Mutant Rancor

2. Possibility to "compress" samples, i think i have samples in three different houses now...

3. Mask scent/camo ability and ability to examine CL on creatures in the wild. Why is that on Master scout?

4. More control over the crafting of templates, e.g ability to see influence of final result if put a specific sample in a certain slot.

5. Refurbish the tailor and chef tissue/enhancement schematics. Perhaps add some new as well..

6. Ability to loot/harvest creatures killed in the dna sample process.

7. Critical failures, if not in a Manufacturing city, are to high.

8. The incitament should be higher to use Pet stims instead of Normal stims. Yes i know that i tread on some docs toe here...

9. BE skill tapes...?

10. More control over DL/CL in crafting process.



elviz: TKM, Ranger 0/0/4/0
Acki Alom: Master Fencer, Master Doctor
XyberViri
Thu Jan 29, 2004 5:57 am
#30






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.





__________________________________________________________
Xyberviri Bounty Hunter
Nyema
Thu Jan 29, 2004 7:07 am
#31

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.





NYN
Pelique DevaZ
Starsider - Master Smuggler - Master Charmer

Stormkahn
Thu Jan 29, 2004 1:59 pm
#32

1) Can the devs give us an indication of when they're finally happy with the CL calculation?

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?
Nemthang
Thu Jan 29, 2004 2:20 pm
#33

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.

Tal-N
Fri Jan 30, 2004 1:16 am
#34




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.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Xanda
Fri Jan 30, 2004 10:31 am
#35


  1. 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.

  2. 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?

  3. 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.

  4. Why are there caps on resistances that are less than on creatures that spawn babies in the wild?

  5. 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.

  6. 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.

  7. 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.

  8. 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?

  9. 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?

  10. If we can trick out our rides, then can we please trick out our pets?

Thanks




--Xanda
Albion_DeCrappa
Fri Jan 30, 2004 10:37 am
#36


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.




-Al (+0 Master Bio-Engineer / Master Swordsman and Miner for Hire.)
AlbyCorp Bio-ComponentsNew Coventry, Corellia (-701, 324) Intrepid Galaxy
80% Explorer, 80% Socializer, 40% Killer, 0% Achiever
Schrodinger's cat is dead... not dead... no, dead... wait, not dead...
SELECT * FROM users WHERE clue > 0
We'll never forget the 8/19 bannings, a day of injustice!
MissileToad
Fri Jan 30, 2004 8:11 pm
#37

1. Is it possible to get a decrease in resource amounts for the Chef and Tailor tissue lines? I spend many hours a week buying tens of thousands of units of meat/hide/bone yet still cannot keep up with the demand ofmore than oneTailor. This is just with the 5 or so tissues that are in demand right now, imagine the hell when the feasability of making milk and mullosk using schematics are also being asked for. This is just concerning Tailors there... imagine Chefs (and there will be more Chefs and much more food demand very soon) asking for 12additional components on top of the soon-to-be increased Tailor demand. Bio-Engineer is a very time consuming profession... it is near impossible for me to meet demand as it is now,let alone meet even a fraction of the demand that is soon to come.


2. Can we get CL's on DNA, templates, and the template crafting process? This is all a critical guessing game without them.


3. Why can we not harvest from creatures who die when we sample them? The argument of it being "free resources" does not fly, because SampleDNA is by no means an easily achieved basic profession skill and is a pretty hazardous venture in action.


4. Critical Fails with BE goods, DNA and templates in particular. I'vemastered most crafting professions by now with various characters, and BE has a higher critical failure rate by far. While critical fails are part of the game, we should not feel like we are being griefed by the game itself by insidiously high failure rates at Master.


5. Can we get a few non-walking clone types, i.e. flyers and snakes? There is a high demand for this from customers.


6. Would it be possible to cut DNA sample inventory size to one half an item or smaller?


7. Mask Scent is needed to make quality pets, yet is not in the skills or pre-reqs for BE. Please add a bonus to Mask Scent in our trees somewhere (perhaps DNA Sampling tree), as it is an insult not to give a class the skills they need to adequately perform. Think of the Terrain Negotiation bonuses in Combat Medic as a cross-profession example.


8. Is more class interdependancy in the future? There are some great ideas out there for organic DE modules, organic kits for ID's, synthetic tissues for weapons similar to krayt usages, etc...


9. Skill tapes do not drop with +BE skills, and Politicians cannot place BE trainers. Can these be added?


10. Where are my pants?



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 -

Sumorex
Fri Jan 30, 2004 8:27 pm
#38

1) Why isn't there in game documentation for the DNA Template? (actual percentages of what effects what... every single other crafting profession has their schematic requirements and their effect documented fully IN GAME)


2) Why do BE pets return a 100xp training xp to a CH no matter what the level of the creature? (this is not the case for all wild animals, yet BE pets are just as big a pain to train as wild animals)


3) Why isn't there CL calculation on the DNA Template? Afterall the only effect the clone combination imposes on the template is a minimum CL which could easily be listed in the documentation for that particular clone (i.e. Rancors have a minimum CL of 35)


4) Why are some CL10's NOT able to be tamed by a non-CH? (if this was intended please list that on the actual clone so customers won't be irritated with a clone they bought, had tamed/trained, and now can't use).


5) Why is there a critical failure possibility on the clone combination? It is imposing a double jeopardy on BE's because they already sufferred the critical failure chance on the DNA combine.


6) Non-machine harvested organics... even with the new system... are too rare. We can pull uphundreds of thousands of floral resources, yet getting even 5k of a meat is murder (eggs, fish, mollusks, milk are pathetically impossible to obtain in quantity)


7) Why aren't area specials working in DNA Templates?


8) Why aren't there flying models for pets? I've had many requests for house 'parrots'... something a creature handler pet can't be turned into.


9) Why were Bio Engineers overlooked for city planning? Cloning Centers placed by Bio Engineers. Lack of Bio Engineer trainers.


10) With the removal of item decay what system is going to be put in place to ensure long term viablity for the BE clothing mods? Pets and clothing don't leave the economy at anything beyond a mere trickle.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Sumorex
Fri Jan 30, 2004 11:00 pm
#39

I want to change my number 9... seeing as player cities is the worst thing to ever happen to SWG in my opinion because covert scanners allow players to deprive other players of content...


9) Why can't we sample DNA from a corpse? I'm not talking endless samples here... i'm talking ONE sample per corpse similiar to looting. I think this question needs to be qualified for the developer to even consider it given past answers. I want to qualify this with a few things.... Mask Scent becomes a psuedo-requirement for BE's inflating our already steep skill point requirements.... One sample is hardly imbalancing... why is the DNA not viable from a freshly killed animal especially considering that we outright KILL animals rarely taking samples anyway.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
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