Bio Engineer Archive

Thread: TC patch bug/issue/problem/likes thread Oct. 21, 2003

Kellis
Fri Oct 31, 2003 7:00 am
#27

FYI - here are the latest proposed changes to the CH class on Test:


Management III will still have +1 Additional Pet . However, you will NOT get double XP.


- Master CH will still have a total of 70CL to control


- Transfer command will be a MCH command


- Mount Command will be Management IV Command


- The entire CH Tree was redesigned. Each box on firstrow will give an +1 CL, second row +2, third +3 and fourth +4 . For a total of 10CL per column.


- NON-CH have dropped max CL to 10. Bio-engineered Kaduus and Spats will be CL 10 so you will still have the ability to use mounts.


- MCH can now hold 20 pets.


- Never before tamable pets will be tamable, extincted pets lairs will spawn babies again (Example: Webmasters, Kliknik Queens, etc...) at a very slow rate

TerIhLon
Fri Oct 31, 2003 8:32 am
#28

all that crap is on test now?!!? my god.. must.. hit.. master... FAST!!!... (hehe wont be long, im 4/4/2/4)



_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
Xanda
Fri Oct 31, 2003 7:39 pm
#29

Excellent discussions people! Thanks for the sticky. A few things I'd like to see enhanced in the BE field:

1. XP Fix: I'm not sure why the creature creation XP is so low. In the time it takes me to obtain 5 good DNA samples, craft the DNA, and then make the creature, I could have made 4x that amount of XP grinding tissues. I don't grind 'cause I find that more burdensome actually than playing the game and slowing accruing XP. I really believe, however, that bioengineer XP should be commensurate with the difficulty of crafting an item. Creatures require a lot of time; and while DNA sampling XP is "built in" to creature creation, the reality is creatures should be "worth" more XP than they are currently. It is tough to hunt down good DNA (even though I'm DNA IV) and will be more so after the incap/death penalties go live. So, please consider increasing the value of the creatures we make. Also: complexity of creation should affect XP. I haven't tested this out, but a dewback should offer more XP than a bearded jax.

2. UXP Fix: when I was in the artisan tree, I loved making things people bought 'cause I'd get usage XP from them. BEs are about to be more than just weapon suppliers, and clothing enhancers, we are about to help fuel the creation of creature mounts. If we can't get more XP for the critters we make, we should get UXP of some kind for when they are tamed or used in battle, or somehow. This is a crafting profession, and most crafting professions do have some form of UXP.

3. Bioharvesting: I would like to echo everyone's thoughts that BEs should have a means of harvesting DNA in some way similar to microflora farms or chemical/mineral extractors. In keeping with the premise of BE, perhaps the ability to grow tissues in a culture to provide DNA (and even meat or organics) would be tenable. That is, after all, true tissue engineering. I can easily exceed 3k of OQ 900+ flora in 48 hours, but I need to hunt DNA for hours on end to make 5 creatures whose DNA allows for creation of creatures more powerful than their wild counterparts. Perhaps allow us to engineer tissue DNA and then manufacture it in our chemical factories. Make a great DNA sample from your tissue experimentation? Great! Make a template and crank out a thousand copies. Farming would be another way: in that scenario I could breed animals to improve the DNA output of the animals over time (a la Mendel). There has to be some way that BE can be similar to other crafting professions.

4. Decrease Need for Combat: a BE is a scientist and a crafter. Few BEs can afford to be without combat skills and scouting skills in order to sample DNA. Quite simply, sampling is dangerous (even for those of us with DNA IV). It's really not reasonable to expect the theory of player interdependence to apply to DNA sampling. It is difficult, if not impossible, for me to imagine going out with my combat-skilled counterparts to have them "stand around" waiting while I sample DNA in case one of the critters goes aggro and they have to defend me. I'm all for player interdependence, people don't get much in the way of XP standing around waiting for possible aggro's. They don't gain XP through my successes. And hiring a body guard doesn't seem like a fun expense to add on to my prices. As such, I have Pistol IV, composite armor, and scouting sufficient to run like hell and mask my scent. I don't mind having these other skill lines in play, but they should either be deemed "prerequisites" of BE, or DNA aggro should be discontinued. Again, sampling DNA from wild creatures makes some sense, but developing tissues in a culture makes more. See bioharvesters above. Others have proposed tranquilizer darts. Fabulous! But do something...please !

5. Special Abilities: perhaps creature creation would mean more if the basic creature creation allowed you to make creatures that were "as good" as their wild counterparts. What I'd like to see is experimentation to customize the creature with special abilities such as +1 stun, +2 knockdown, 2+ armor, etc. I think that experimentation currently has proven not to add much except a tweak here or there. But the ability to embue your creatures with something truly unique and unexpected would in a way make up for not being able to create "custom" animals (as one would expect a real BE to do: too much of a programming nightmare that ). A 0000 BE could offer no enhancements while a MBE could add armor, add ranged attack capabilities, add resistances, increase mount speed, etc. Since experimentation points are limited, BEs could only offer so much "customization" per creature, but the value of our creatures would increase a lot. People could then buy pets TRUE custom pets. Think: bearded jax with ranged weapon spit that could do 100dmg. Cool .

6. Crafting Fix: I know the devs have been very proud of the idea of having a mysterious format of taking DNA strands of certain characteristics, mixing them into the 5 slots to theoretically form uber animals. But, beyond some obvious connections (ie, DNA with high intelligence going into the intellect slot, etc), some of it is a bit obsequious. Obsequious, btw, is itself obsequious. Perhaps the fix to this is to allow more of the DNA's characteristics to be visible to more experienced BEs. By that I mean at 0000 you can only tell the overall quality of the strand, but by MBE you can look at a DNA strand and know its relative strengths in fortitude, dexterity, intellect, etc. Experience allows you to "know" more about the DNA that you have in this manner. This would be similar to master scouts knowing a creature's level. Perhaps limiting the number of characteristics of each strand to the number of slots in the schematic. Or, don't limit the slots to intellect, dexterity, etc. But, rather, leave 5 slots open and let me mix the DNA the way I want. Think: pugoriss that has 10k HAM, does 20 damage, and an attack rate of 1.0. Not useful, but worthy of experimenting.

7. Stackable DNA: perhaps if the number of variables was limited to 5, it may be possible to have like DNA stack. One of the limitations I have when I'm sampling DNA is character space. Seems odd that I can stack an unlimited number of identical fiberplast, but can't stack DNA. The only real solution is crafting in the wild, which requires a crafting droid.

8. Make Advanced CL Creatures Tougher to Craft: odd it is that I can have Clone 3 to craft a CL10 critter. I would suggest that Blurrgs (hopefully tamable someday) which are CL50 and act currently as doorstops not be craftable by novices, and that the "achievement" of getting higher tier cloning not be watered down with templates for pugoriss or carion spat. I realize CL will soon be customizable, but I still think powerful creatures should only be craftable by powerful BEs. Also, the schematics are odd in the resources they require. Beyond the DNA template, the ingredients do not change very large amounts for big critters as for little critters. Perhaps a Bearded Jax should only require 5u meat? Or a falumpaset 150 meat? Maybe upper level creatures require more complex DNA (such as the differences between mammals and bacteria?) or more specific types of DNA (ie, herbivore, carnivore, flying animals, etc). Or the components to craft a creature could get complex: want an creature with armor? You have to craft armor DNA to add to the creature. Something to make the crafting experience more reach and feature-filled.

/dismountsoapbox

Thank you to those who've read this...rest your eyes some .

I'll close with a "private note" to the devs : I find the game to be an amazing. The content is so rich, the programmers deserve considerable kudos. When I look at the Naboo waterfalls, or stroll through rock formations on Tat, or avatar wipes his nose, breathes, or emotes based solely on my text...well...it's incredible. I'm amazed about the detail and creativity you all have put into this amazing universe. When I was a kid, this is the place I fantasized about living in; as an adult, I get to play in my dreams online. I can't get over the vast landscapes and effects that have been nestled so congruously with such a revered and rich universe.

That said, however, given the amazing amount of money we as users are putting into this game (at least $5 million/month in subscriptions alone), communication with the various professions should not be as difficult as it is to get. I'm cool by dealing with errors (distributed code is nefarious); I can live with growing pains (after all I started playing on day one of release); but I am shocked that each profession has so limited input from the devs. It shouldn't take a player as a correspondent, the devs should be right here in our trenches.

Thank you .



--Xanda
Naikrovek
Fri Oct 31, 2003 11:28 pm
#30



TerIhLon wrote:
all that crap is on test now?!!? my god.. must.. hit.. master... FAST!!!... (hehe wont be long, im 4/4/2/4)




No, this stuff isn't on test yet. Its not even being tested internally yet, its still in the planning stages.

read the stuff in devtracker and you'll know all anyone else knows.



--
"If you ever drop your keys into a river of molten lava, let them go, because man, they're gone." -- Jack Handey
TerIhLon
Sat Nov 01, 2003 12:46 am
#31

yeah.. i know.. but.. i saw a wording that put me under the impression it was on test.. thats why i was confused.. heh... i couldnt understand how they got those fixes out so fast.. heh



_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
Arsat2
Sat Nov 01, 2003 10:27 am
#32

Just so you know, you dev. does indeed read your board... your voices are heard.


Disagreed.


Where are ours fixes ?


7 Pets are bugged. We cannot make very good pets after the samplenerf and the best/must selled Pets are only in wild for tame : Rock Beetle, Cowardly Gurreck, Greater Slurge Panther, Graul, Graul Mauler, Grand Wrix and so on.......


So i ask me, where hear us ?


When u hear 100 x per day: " Are u sell Graul Mauler " and we have nothing equivalent to sell i really ask me where hear us ?


TerIhLon
Sat Nov 01, 2003 10:52 am
#33

a) fixes are supposedly on the way..the fact that they arent here now is irrelevant to them hearing us...


b) i agree about the not having equivelant pets.. but BE's can make the best gurrek/rancors... and the gurrek is pretty popular among masters from what i've noticed..


c) hearing us is different than completing the task of fixing the problems.... if they arent working on the propositions, then screw them... but nobody knows for sure that they ARENT... so technically you cant really complain about it




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
Krosc
Sat Nov 01, 2003 9:30 pm
#34






KkaosReinz wrote:

And as far as mounts, IMHO I don't think we really have the right to cry about not being able to make them. There is nothing biological about a saddle. It's a piece of leather. If you notice, even the MCH that teach the creature the mount command, only gives the creature a piece of leather and a strap as a saddle. Basic bare bones stuff. For anything more detailed, I honestly believe it should go to the tailors. And mount armor to the Armorsmiths.




The creature themselves were should be able to make improvements to. Horses were bred to make them bigger for warhorses, or faster for racing. So we should be able to make them more suitable to certain applications than they will be from the wild.



************************************************************************************************
"Always two there are, no more, no less. A Master and an Apprentice."
- Master Yoda
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Arsat2
Mon Nov 03, 2003 6:35 am
#35

Ok. When they read here sometimes a write like so will be good :

We know it, we work on it.

We hope to make u milk in a mounth online.

We fix the Pets. Wait 2 weeks pls.

But they write nothing.

So i only see the bugs and the nerfs. And that is what i say. I say that what i see.
Ascii
Mon Nov 03, 2003 2:41 pm
#36

I am both a tailor and a BE, and I wholehearted agree that bonuses should stack and that they should fit into more clothing. I understand the fear of abuse however, so I propose a change to the way mods work. Instead of a flat bonus of +x why not have the bonus serve as a percentage function (ie +10% of the skill being modified). This serves a couple of puposes: it creates a mored scaled bonus so that more skilled characters recieve better use of the mod and it makes it so that the mods can be stacked reasonably. It makes no sense that the bio-e mods are just as effective in a first or second tier clothing line as they are in a masters one. Why do the ribbed pants give the same bonus as the bikini pants for an entertainer (especially a dancer... which would you rather see)? If the mods wered based on percentages they could stack and the higher end clothes that require multiple factoried components would be better than the tier one clothing. The percentage bonuses would need to be slight in the beginning and increase slowly to prevent abuse (maybe a base bonus plus 2% per successful experimentation block... a maxed out mod should give no more than 15% or so). A final note: this would grant the ability to reasonably open tissue mods to other skills, including combat ones.
Plageron
Mon Nov 03, 2003 5:15 pm
#37

From what I understand, the Mount command was ghoing to be a Master Creature Handler skill, but there is a debate, and it may be made a level 4 ability instead with the level 4 ability of transfer becoming a master skill....

Not sure about either of these possibilities....

Anywise...the main thing though, is that a few people in a guild I am in have told me that anyone will be able to ride a mount, no matter the creature level....

So anywise...not sure what that means....I mean will the creature be able to only be used as a mount or will it be able to be used as a normal pet as well....

There is some talk about revamping the way that droid engineers make their robots, and there is talk about droid engineers being able to make special modules that they as a proffession will be able to use on any droif to make into a battle droid....also their is a rumor or speculation that these modules might be able to be used on bio-engineered creatures we make(but only before they are taimed)

Anywise...all my information is currently found from skulking around the forums and the game alot....

Oh yes....another weird rumor, which may or may not effect us.....
There has been talk about a possible new feature where special creatures and babies of those special creatures will become available at certain times.

Making it possible to get more bizaar and rare creatures if you are a Creature Handler......

Not sure what this would do to the Bio-Engineers....but I can say that if this is implemented then it means that promised changes to the Bio-Engineer clone line would be closer to finalization.

So the only ones who can confirm or deny this information are people on the developer team...or our missing correspondent......or someone who has the information.

I hope our correspondent has not died or something.....
that would be aweful.....that has happened in another game I played....the chief person in charge of moderating died...and no one knew about it till about 3 months down the line.

There was something else....too...something about Bio_engineer tissue stuff....from a post on the...
Not sure if it was the architect forum or the Fencer Forum or Tera kasi forum.

Oh well....as you can see I read alot of stuff....and play this game alot....and play FFxi alot.....
Ok so I do alot of things.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
TerIhLon
Mon Nov 03, 2003 10:33 pm
#38

asc-- ... okay.. lets see.. no more than max 15%? thats less than what i have now for my mods on my clothing... .. i agree with your proposal.. but consider that 15% is way too low considering my mask scent outfit has approx +25.. and my initial mask scent isn't anywhere near 166... heh...



plageron...


a) from what i've heard... the only reason why they said mount was in MCH was cause that was the only high level CH on test at the time... i've heard some varification (though unreliably) that empathy 4 has it.. and according to thunder's post.. it APPEARS to be under management 4... i suppose the best we can do is wait till the patch comes out (and hustle to MCH before then) since there are far too many unreliable sources to go by...


b) anyone WILL be able to ride a mount.. but only so long as they can call it.. mounts count as pets, count against levels, and count against the number of active pets.. so yes.. a non-ch can only call cl 15 or less... (after the patch, it'll be 10 or less.. restritcing it to kaadu and spat..).. though.. remember that bio eng was supposed to get a cloning fix that allows for the complete adjustment of CL (with a minimum for certain pets to keep uniqueness)... so in that sense, it will be possible to ride practically any mount... i heard a pet has to be 2/3? or 3/4 grown to make it a mount? it is unverified whether or not the CL remains after mounting (why would it)...


c) mounts cant fight.. only can be used as mounts.. but they CAN be targetted.. heh..


d) yep.. the droid talk ... battle droids.. only for droid engineerskinda like how CH is now...(people are fighting this to make it open to any professions for better sales... as for the modules for bio eng pets... if that's true, it'd be during creation, not any time before its tamed.. but i strongly doubt there will be anything to do with droids in the bio eng profession...


e) the special creature/baby thing... no... the rumor (not a rumor) is that there will be really rare babies spawning... giving some added excitement to CH's... thunder's post revealed this... whether these babies are new, old, or not rare now but will be made rare.. is yet to be determined (so far from what ive heard)... this is completely independant of the clone changes.. they may come together based on timing.. but they aren't attached in any way that would make it logical to HAVE to be relatively close to eachother... as for what it'd do to us.. it wouldn't matter.. bio eng is getting the boost to make the best pets... this allows CH's to get the rarest pets... that way, CH's dont lose their entire job..


f) havn't heard anything other than wishes and complaints and praises and thanks about tissues...


so there.. that's my reply.. if anyone has sturdy evidence to refute what i said (or would like to re-word what i just said).. please feel free to reply.. like plageron, i only wrote what i heard.. it never hurts to get a reply to clear things up...




_________________________________________________

Ter Ih'Lon of Bria
Genenpets and Pet Supplies [6000, 6650] - Kaadara, Naboo, Bria
For any SWG Info you need to know: http://pieceofscat.com/terihlon
MCH,MBE,MCarbineer,Fencer
Ascii
Mon Nov 03, 2003 11:29 pm
#39

TerIhLon:


I hear you, but the idea was that the mods would stack, unlike now. That way the really good modified clothing would be the high end clothes instead of the tier one clthes (which are mostly what I make for my modified clothing since they don't require factoried components). Since factoried component mods don't stack, I am wasting 2 high end components when I make the advanced clothes (I need 3 factoried synthetic clothes with the mods in them for some of the clothes... they don't stack, so two of the mods are lost). This is why I suggested such a low base modifier on each mod. For some of those clothes you could get +45% to your base skill. That's pretty good and I think much more balanced than it is now. I make medical clothing that I sell for cheap. Novice medics pick up an outfit and at least DOUBLE thier base skill. Not balanced.

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