Bio Engineer Archive

Thread: A message from the BE designer

myomer
Mon Sep 08, 2003 5:07 pm
#27

Gah Holo my questions were legit


My surrender skill button hinges on the answers to them





Siobhian Sihn, Intrepid
Creature Handler and former BE
MaeveAlleine
Mon Sep 08, 2003 5:14 pm
#28

Will pre-patch cloth enhancers work or will we need new ones?





hAlleine, Clothier of Chilastrag
| Bio-Engineered | Dropped Schem | Sale Rack |
847, 6395
| Immortal City | Naboo |
Chilastra
"Not Just Master Tailoring, But Master Design"


Mu_Lowca
Mon Sep 08, 2003 5:21 pm
#29

Holocron, I fully understand that an Intern wouldn't know the first thing about the fixesor how they are going in. What I was getting at is, like any large company I'm sure you have interns, and assigning one or more to get an update from the actual dev's and keep in contact with the correspondents would be helpful in keeping us posted.Since im sure you dont want them sitting in forums posting all the time.


5 to 10 minutes at lunch with a developer/programmer I work with at our company gives me a general idea of what he is working on / updating / fixing. I, in turn, can then update my clients on what we are going to work on in the next few weeks, months, etc....


Just trying to be helpful to both sides,


M'u Pe-Ka


Lowca

SageClaw
Mon Sep 08, 2003 5:22 pm
#30






Ikti wrote:

Good: progress


Bad: progress at painfully slow pace






Not to rain on your parade but what progress? I am having a deja-vu event here... 3 and a half weeks ago we got the 'dev wish list', since then no fixes, no posts, no nothing until today. So for 3 and a half weeks we have had nada. Now we get another post, but still, no patch, still broken, still status NULL. So how much longer do we wait this time?


The only progress I am seeing is me towards some other game.


Would like to post all my thoughts on this but so very angry right now... going to wait until after dinner... maybe I will feel better on a full belly.


I will give SOE credit though, the last post kept me around for another billing cycle. Now 3 and a half weeks later.. the only thing that is going to keep me around is some actual patches on the character I play... not some words in a forum.




______________________________________

Posts From The Good Old Days
(A Bio Engineer Diary (The First 87 Days))
(An Anaolgy (Bio Engineering to date in 5 Acts))

Anpuset
Mon Sep 08, 2003 5:27 pm
#31

All I have to say is thank you, Halo. Finally no more hundreds of clicking to make pet stim and such. As for the whiners of I am gonna cancel; cancel already and shut the hell up. We real players are tired of it. Anyway my Bio will survive now.


Again thanks,



Kelic


Bio Extraordinaire


Moenia, Naboo




Kelic D'von
Master CH

Bestine, Tatooine
JTGAlpha
Mon Sep 08, 2003 5:49 pm
#32

Can we get a message from the Smuggler designer? We have questions and issues



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Clodia
Mon Sep 08, 2003 6:02 pm
#33

Thank you!! Thank you!! Just getting factories working will make a huge impact for the good for us tissue BEs.




Dr Jeridith Delassey, MBE
Genes by Jeri
4438, -6715 Tatooine, SE of Mos Eisley
Companions of Steel - Sunrunner
Forceismypath
Mon Sep 08, 2003 6:02 pm
#34

Pleeaaseeeee Take MIlk, Eggs, Fish And mulsak out of our list..they are soooo hard to get so putting them in factories wont really help because we can never get enough of them to make them in bulks...Please i know i'm not the only one who feels like this!
HaggisofAhazi
Mon Sep 08, 2003 6:05 pm
#35

Raph,


Thanks to you and our nameless dev for the excellent update, and for helping me to decide whether to spend my xp's on Cloning or Tissues.


Haggis


Tal-N
Mon Sep 08, 2003 6:06 pm
#36

You know, this just made my day. Infact it's made my week. Ok, so the creature changes are talking time but then again it is a major overhaul and the fact we're getting double the number of creature types is fantastic. here's some personal reactions to the notes.





All Tissues (including pet medicines) will be craftable in a Food & Chemical Factory.



Needless to say.. maximum W00tage here. I only hope they properly debugged this so we don't end up back at square one. Same with all of the fixes actually.





Tissue descriptions have been updated to include information about what Skills they actually modify and what types of Schematics they work in.



Too bad that most of the guess work has been done, at least newbies will know what the items do now instead of peresting the veterans.





Examine details for the Food Tissues have been fixed so that the modifiers read correctly...Some of the Food Tissues have had their effects increased.



Dunno what that is all about, never dealt with food tissues since they weren't cost effective but hopefully these increases will allow us to justify selling them to the few chefs out there





Clothing Tissue modifiers have been fixed. (A few invalid or overpowered modifiers were removed.)



Needless to say I'm back in bussiness again if these actually work, skill enhancers were my main line of income before pet stims. I'm gonna test these first though to make sure that they really ARE working. Assuming that the correspondant doesn't get the tests run first.





Injury Treatment, Wound Treatment, Wound Healing (Dance & Music), Camouflage, Cover, Bleeding Defense, Stun Defense, Melee Defense Intimidation, Warcry, Taming Wild Creatures & Taming Vicious Creature all work correctly now.



Tranquilizers!! Why didnt I realise that passive and active tranquilizers were for creature taming. Gahh, i thought have guessed that. Now all we need is the bloody milk!! And look at that.... ALL of them were broken. Every single one. Next time how about you guys don't doubt Ol' Tal from now on eh?





Mask Scent was added to the Tissues that modify Camouflage



Get your camoflage gear of folks. IT'S KIMO SAMPLING TIME!!





Medicine Use & Taking Cover were removed



Ok, so medicine use was overpowered, I still say BOO to that one mainly cause it would have been **edit** usefull





The Business Acumen Tissues (Charigra & Personaphene) were removed. These are no longer craftable.



Oh well, least thats one less fish ingredient item





Clothing Tissue Enhancements should stack better on schematics that use enhanced components in multiple slots.


Note: This stuff is still not working 100%. Components that modify the same enhancement slot will overwrite. You can tell what enhancement slots are being used by looking at the resource attribute effectiveness breakdown in the Tissues Schematic (Mod One, Mod Two, etc) Using a Tissue with no enhancements together with a Tissue with enhancement will no longer cause the final component to lose it’s enhancements.




Ok, this has me confused a bit. It's not the fact they stack properly now it's the bit about how they will overwrite, does this mean that if you put several of the same component into a item of clothing that they go into or have I completely missed the ballpark. This doesn't really make a whole lot of sense to me. The thing that throws me is he seems to have confused the term panal with tissues as we know when you used an enhanced and non-enhanced panal the bonus was lost. This still leaves me confused on what they mean.





Creatures that are being sampled from will now be invulnerable for the duration of the sampling process.



About time too is all i can say. I would quote the resr but it all good stuff that was needed anyway. So big thanks for finally getting around to it as promised.





All critical creature stats will be viewable on the final crafted creature including the creature’s level, armor ratings and special abilities



Glad to hear it, all we need now is those customized pre-fixed names I said and we're sorted





The level of the crafted creature is going to be determined by the actual final stats of the creature. This level will be affected by the skill of the Bio-Engineer and the quality of the DNA used. Master Bio-Engineers will be able to make creatures of a specific level with stats equivalent to a wild creature several levels higher.



Ok so QUALITY is the determining factor here as well as the stats, that must mean an average sample is onyl around 50% of the total stats you can get from that creature. It looks like masters have alot of control over just how accurately they can hit a CL rating compared to everyone else (glad i invested in engineering techniques now ) the fact it has a lower Cl rating which is actually higher than the wild CL rating sounds a bit dubious to me but at least it means we have a market now.





Certain creatures will have a minimum level cap. To keep certain creatures interesting and unique their levels will never be allowed to go below their minimum regardless of what their actual stats are.



Note that they said minimum not maximum, CL70 Jax are possible so yay. CL10 Kimogila aren't but then again that is kinda understandable. But i love this next thing much better cause it's gonan bring a smile to everyones face....





The full grown size of a creature will vary quite significantly depending upon its level.



So you're looking at Kimogila sized Kaadu and Kaadu sized Kimogila. LOL Ok, so probably not but I seriously hope they give us squall bodies so we can have nice big versions of the levisqualls. That is going to be so cool. I only hope they allow us to have the full 255 colour palattes that the tailors do for altering the colors of the pets. Not just limiting us to a few shades specific to that species. The sales for Pink bunnies is going to skyrocket if they allow us to do that





Many, many, many new creature templates have been added. I’ve more than doubled the number of creature appearances available. And I took special care to add creature types that are do not have tamable versions in the wild. There will however still be several wild tamable creature types that cannot be cloned.



Dear dog I hope they give us some flyers, and snakes... people always want snakes.






Hopefully this helps alleviate some of the stress right now. I understand it’s hard to wait day after day as these things are fixed. I promise I’m doing everything in my power to get the fixes out to you as fast as possible.






See.. i knew they didnt understand. It's not so much the waiting its the fact we don't know if anything is being done and when to expect it. Take all of the time in the world but we like to know just what is going on from time to time. All we could do with is an update every 2 weeks as to progress and some details on content like what species we have to play around with, an example of how the new cloning works, that kind of thing. I'd rather have communication as they are taking care with the updates and fixes rather than them working feveriously to get it done without at least telling us about what your doing.





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

Tal-N
Mon Sep 08, 2003 6:30 pm
#37

Ok i just reread what Hol said about the overwriting thing. So basically if you have clothing which can have multiple cloth panals (meaning they tested it with factory items and it sorta worked) then you need to either make sure that you only use the same kind of skill enhancers in the clothing so that they stack or if you are going to miss and match make sure the tailor is aware that the components that have two bonuses (like myoflex that works boosts dance and music) then one of those two will be lost if you also put something like bleeding defence into the clothing (meaning you might end up losing either the dance or music enhancement)


As he said it's not a perfect solution but at least it means clothing will have a single skill enhancing purpose rather than multi-tasking the enhancements.





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

MissileToad
Mon Sep 08, 2003 6:44 pm
#38

THANK YOU so much for finally getting to us! Feeling like the crafter's equivalent to Commandos has been going on long enough. This post has greatly brightened my outlook on my profession... all the talk of "we're working on it" and "soon" means nothing until you guys actually post the changes you are implementing like this. Thank you again.


About tissue resources - I understand you'd rather make the resources more available (or just plain available!) rather than switch so something already existing... resource diversity is a good thing. Just please please please add these missing resources in the next planned large patch, because having a revised tissue line that now functions means nothing if we still cannot make the tissues!




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 -

Yosho_Tarien
Mon Sep 08, 2003 7:03 pm
#39

So, I'm disappointed that creatures didn't make it in this round. Though I understand that the proposed changes sound a bit like starting from scratch. I'm willing to work with what we have.


Now the question is, how is my newbie grinding character going to get her hands on a food factory? I should be able to make novice bio today. First a zillion missions for money, then a trip off planet, then running around to find an architect...at least I just met someone grinding for tailor. Looks like I have my work cut out for me.




Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

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