Bio Engineer Archive
Thread: Be Issues Round 2 Revision
I added this to another thread but I'll add it here too, I'd love to see more tissues for tailors that we can make. The variety of skill-tape adds are so high, its a shame we can't address at least something for every profession. At the moment, I can't think of one tissue that helps peole who are just crafters. Not one. It'd be neat to either bring back the tissue in beta that help with experiment or perhaps a tissue that "protects" the samplers so they can sample things like energy and/or get more per sample again.
As for the crit fail not actually failing, I'm not sure its just a BE thing. I'm almost positive I've crit failed in making other things and not lost materials as well. It seems almost random, like how badly did you crit fail... kinda like how you crit fail in experiment and sometimes you just can't recover from it and the stat remains 0% even though you put all your points into it and other times you can still modify the stat a bit.
The only other thing I had mentioned is around the DNA storage. If they just did what they were proposing to do before, do away with individual templates and make it 1 template that can be used in any pet, it would go a long way in reducing what we have to carry around.
I think the only other comment I have to add to the list I've noticed is that even when something is considered VHQ or AA it doesn't necessarily mean it actually IS the best. I've had Average DNA samples where the hardiness was way higher than my VHQ one. So I'm not really sure those designations really have enough significance to mean anything.
MooF_Juggernaught wrote:
also they need to fix the sampling animation, so it doesnt stop us from moveing while sampling. i heard this was fixed, but all they did was replace the old animation with the healing animation, and it still stops us from moving, if we werent moving when we started to sample.
I really don't have this problem. The new animation does stop you place briefly but once it's done you are free to move if neccessary. Since the change I've never had a problem staying in range. Are you find you have problems doing so?
Talth,
Please include the fact that factory-created tissues do not give Usage XP when used by a Tailor(I tested this myself).
Thanks,
Tilen
Scylla
Talthazar,
I think the reasoning you need to convey is this: the game does not drop decent items in terms of weapons and or armor with the point being to encourage players to seek out crafters for the best items in the game. This is not the case for pets, as wild pets come in many better varied forms than BE clones, and there is little incentive for someone to seek out a BE for a crafted pet as wild pets are so good. There needs to be an overhaul of the clone templates such that (a) BE's have access to the the best creature types in the game, and (b) that a bioengineered version of a wild template is always clearly superior to the wild version. We understand that there are far more creature types than realistic for clone templates, but the templates BE's get should be on the most desired list.
I would also like to see creature level stamped on dna samples, and a color coded system for the attributes,
900+ quality attribute = red
800-900= yellow
700-800= white and so on down through the scales of blue and light blue. This will let us more easily sort dna.
Yeah! A correspondent who's really on the ball
.
The recompiled list looks great. I want to renumerate a brief summary of points I'd made on a previous post (http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=28735&page=1) thatI'd still like to see expanded upon or added if others agree (feedback definitely welcome!):
- Expand on ways the devs could allow for us to experiment on the clones (consider adding potential ideas as a sub-list based on what others have contributed). I expanded on some ideas in the previous post. It is exciting to think of ways we can improve on a cool profession with our coolest skill: cloning.
- Readjust clone lines so that powerful critters are only craftable by higher level BEs. Experience should count; currently CLs are all over the board.
- I still believe that combat skills should not be needed to sample DNA. Fixes include: death of the critter (instead of aggro); tissue/bioharvesters (how is this controversial Tal
?); and a mixture of sampling from a live critter (with aggro as it is now) but with the ability to then take that to the lab or to a factory for larger-scale production. - UXP not just for clones, but tissue lines as well.
- XP expansion. In addition to that which has already been mentioned, also consider allowing DNA sample XP to apply to all lines similar to how tissues and experimentation get XP from making pets.
Can't think of anything else for the moment
.
"For non-CH's, our best pets under cl 15 can't compare to rock beetles, mountain krevol, or cowardly gurreck. "
I still say the Kahmurra is equal to the Cowardly Gurreck, one slightly better at PvE Kinetic tanking and one at PvP or PvE Energy defense. It's just not as attractive as having a big cat for a pet. At higher CL / higher Clone levels I agree for most of them.
Pretty much everything else looks good though.