Bio Engineer Archive

Thread: FATAL BUG! Bio-Sensors DO NOT WORK! All Bio-components might do nothing!

Alichai
Thu Jul 24, 2003 2:17 pm
#27

Hi! I'm the tailor correspondent. I popped over here to see what you guys were up to concerning the bio-components (since they matter a lot to us too)


I didnt add them to my report because I figured you guys would be taking care of this problem.... but your correspondent doesnt seem to be around?


Could someone msg me when you guys figure out whats up with your correspondent, and let me know if you can add these bio-componetn problems to your fix-list, or if us tailors need to try to draw attention to it.


Thanks!


__Alichai__

ZenLOSER
Thu Jul 24, 2003 2:27 pm
#28

Hey Ms Tailor Alichai.


The forum community does not support their Correspondant as you can see in the post announcing ours. She has not yet made any attempt to communicate with us about our problems other than trolling that announcement thread a couple times.


I'm tring to be "unnoficial acting correspondant". We've done a number of tests and it appears our mod items do not work. Similarly after re-logging the mod items seem to imbed themselves in you so when you remove them your medic skill will show as "+5 / -20" for example. Feel free to email me with any info or post here.


BE Bug/Verification List -> members.cox.net/dirksj




----
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Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Alichai
Thu Jul 24, 2003 2:44 pm
#29

Heheh I am not sure my word would mean anything. I betcha theyhave some clue whats going on here and are noodling the situation already ^_^ Give it a few days


__Ali__

ZenLOSER
Thu Jul 24, 2003 2:46 pm
#30

We remain forever optimistic.



----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Sherkaner_Lumpen
Fri Jul 25, 2003 10:21 am
#31

I just had a conversation in-game with a CSR regarding my ticket about this issue. Basically he thanked me for my ticket write-up, and reassured me that our issues are being looked into, and that these boards are being read. It was very nice to at least be acknowledged.

We BE's have a great community here and I've been impressed by the level-headedness and maturity of almost everyone. The CSR said that the best way that we as players can work toward getting our problems addressed is by remaining active board members.

I'd like to point out that Holochron said that they are prioritzing issues largely based on CSR calls (tickets) submitted in the in-game holochron. I urge everyone who is affected by the non-working Tissue Engineering mods problem to create tickets about their concerns. Bioengineers, tailors, and those who have purchased modded clothing only to find that they didn't get what they believed they were paying for, have a good reason to write up a ticket.

From my personal experience, tickets that are presented in a calm, rational, and detailed manner actually do get noticed and will be taken seriously. Keep a level head and we'll all go far.

-Sherkaner Lumpen
Coronet, Bloodfin
Ordlander
Fri Jul 25, 2003 1:17 pm
#32

Untill word that this fixed, I pulling making them as well. I do not like that maybe I been cheating my tailor and his customers

ZenLOSER
Fri Jul 25, 2003 1:30 pm
#33

It's not really cheating them as when they get fixed they'll work. They just don't work yet.


It's like selling a great gun to someone that doesn't havecert for it yet.




----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
Jer_Jedi
Fri Jul 25, 2003 1:56 pm
#34

Yeah I bought a suit of Medical gear and the first night I had it on I saw the 5 (+30) display as well for certain skills etc then the next day I log in and see 5 so I remove 1 piece of gear and now I see 5 (+25) so I am like sweet its working put the piee back on and 5 lol so I remove it all and WAM neg numbers...but heres the catch.....I can still use Stim b's even tho all of my medical skills are in the negatives so I would have to say they showed up right<maybe didn't do a dang thing> the first night I had them and then the next day with display error I could still use what I could before so no I dun think they ever worked as intended...kinda sad really



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TastyWind
Wed Oct 29, 2003 10:47 pm
#35

Any update on this?

I bought medically enhanced clothes last night.
Spent my last credits on it.

Thanks
Tasty
MasterRondo
Wed Oct 29, 2003 10:49 pm
#36

Bah, this old dead thread brought back?


Boosts Injury/Wound treatment.


Additions to Medicine Use are gone, period.




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S0F
Wed Oct 29, 2003 11:50 pm
#37

/bonk TastyWind


please no more posts in this thread. i know i freaked when i saw the title, dont wanna confuse anyone.


let this thread bury itself please!!




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KinianWaylander
Thu Oct 30, 2003 12:59 am
#38

the active bio sensor (if you used that one) doesnt raise the med-use-skill


those tissues were taken out, because they allowed people with novice medic to use alot more then they should


the active bio sensors work, im pretty s ure about that after testing, but i cant see any difference between ONE +16 mod and FOUR + 16 mods, so most likely there is another cap somewhere


would be nice if the devs could give any info about that too :/

daxy2003
Thu Oct 30, 2003 4:55 am
#39

---------------


Tenddamage and wound items all had the same effect for me with the +25 bonus, they didn't make any kind of significant change


----------------


Ok i will try to be diplomatic in my response here since when i started reading this thread i have progressively gotten angrier. I will admit i did not read the entire thread but have skimmed so if this is offbase i apologize in advance.


Tal-N - please clarify one thing. Bio -sensors from your first post - you are talking about the skill mod for wound/injury treatment we can make? I hope you were talking about something else that i hve missed entirely.. but you must be aware that these do not improve Medical use.. and that there is NO medical skill use mod in the game that works anymore.. I thought you were informed man.


This post at the end.. i have no idea what you used or how you are guaging your testing.. but dood.. they totally work WITH signficicant increases.. I have mine maxed at 102 and the modifier i get for first aid is 150-200 more than without and the speed is 2 - 3 X faster .


Not sure why you are asking why a bug list has not been compiled. These things only started working a few weeks ago. What did you expect us to test on? Also who says bugs were submitted in game and just not reported here.


I have gone back and tried to start re-reading this thread but this thread is making me to angry..


later


group.. enjoy

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