Bio Engineer Archive
Thread: Tissues Bugs, Problems, and Suggestions
Ok Im new to the whole BE profession but i cant figure a couple of things out. Anyone who can help me i will truly appericate it.
1. For some reason i can't make pet vatility medpacks. I have tried several things. I have been near a food and chemical station, and i have even had a master artisan make me a new tool and i cant seem to have it come up. The funny part is it is in my data pad, and i can see all the requirements to make one but i just cant.
2. I don't understand what or how to use the items like Micronutients Sups, and Bio Strength Formula. It doesnt have a use option, cant feed it, cant use it on another person or myself. Im at a lost on what they are used for and how to ACTUALLY use it.
Those are my primary problems atm, however i have read that some creatures are broke which would have been nice to know before i bought one for 3k.
I have some other issues, but im new and im not sure on the whole balance issues.
The one thing i think i would like to see is "slicing" for BE. It would have to be done on the making of the pet. I mean if pull out dna i think it would be cool to be able to actually modify the behavior in our creations. I mean the droids have there chips and armor and weps can be augmented why can't DNA. Any just an idea likei said new to the game and really don't have a handle on the Balance Issues.
Well thanks for anyone who can help me with my stated problems above.
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ArthurDentOnBria said:
"What is the market for a clothing add-in that adds 2% to a statistic and costs a couple hundred credits to make? Again, zero market for that. If someone half the way up the tissues and exerimentation tree can only increases stats this much then they are worthless."
I have to disagree on this point when you see what players are paying for skill tapes with a +1 bonus
Our current tailor used tissues, when fixed and factory craftable would be over powered for the cost they take to make, 100 resources, even if they do include fish and eggs giving bonuses equivalent to a tier 4 skill box for a doctor or dancer is too much. Firstly the bonuses should be % based (ie +10% injury treatment, not +10 injury treatment, this would make them more valuble to people who have already earned their skills and less overpowering to the newbies which should keep the masters happy, secondly they should be more expensive to make (500 organics + 500chemical + 24 eggs + 240 fiberplast for a master level tissue for example)
The chef add ins should be treated exactly the opposite, much less expensive to make and much better bonuses than currently listed as the final product is a consumable and cheap (4 organic + 4 chemical?)
RandDarkstar wrote:
I disagree with Plageron. We are a support class. Our cloth and food supplements are designed to ENHANCE food and clothing and that's it. Tissues are fine for that. Pet stims/vitality packs can be sold to anyone with a pet. These are the things that need fixing:
Agreed, of course we're a support class. Our tissues supplement tailor and chef's products, and our animals and pet supplies supplement the CH class. Without a CH in the picture we can't even supply a pet to a customer. But this is not really such a big thing, my ego doesn't have a problem with this.
The biggest thing I think tissues-wise is to fix and balance them. The developers really need to *think* about tissues and make them worthwhile. What is the market fora food supplement that costsa couple hundred creditsto make and increases the buff by only 5%? There is no market for that. What is the market for a clothing add-in that adds 2% to a statistic and costs a couple hundred credits to make? Again, zero market for that. If someone half the way up the tissues and exerimentation tree can only increases stats this much then they are worthless. In every other elite crafting profession that I've seen, if you get to a level 3 box in that profession, you can make some very very effective stuff that you can make a killing on. I see no such "silver bullet" in the tissues line.
I think the effectiveness of the tissues need to be bumped up, make them very very obvious that they work, and then if this becomes a balance issue, you can ease down the effectiveness of them later.
Also, I'd like to see bonuses for stuff like fighting skills, crafting experimentation bonuses, crafting construction bonuses, or maybe bonuses to things like endurance etc. These types of bonuses can be gotten from the tape enhancements after all.
Hi, maybe someone can help me out.I don't know if it's just me (but reading the last msg on the page makes me think that i'm not). But i just got my tissue engineering I. I tried to make Pet vitality stimpack, but there's no success. I take my specialized food & chemical crafting tool, i go next to the Food & chemical Crafting Station to do them, but it won't appear under my possible creations (yet the stimpacks C and other specialized stuff appears, but not the pet vitality stimpack). I do have the schematics in my datapad. Everything seems to be in order. So, is it me? Theses are the steps i did to try to make them work :
- i rebooted the game and the computer. (first thing first)
- i tried all different crafting stations (and tools) on the planet Rori
- I tried crafting stations on my way to other planets (that includes Naboo (Keren) and Correlia (Coronet)
Besides that, well i dont really know. I figured out that maybe i need a certain % of Xp to be able to make them, but i just cant seem to find out that info. If anyone knows the awnser, please let me know. I play on Bria and my character's name is Pegarissimo. I didn't wanna send it as an official bug, because i dont know if it is a bug or simply a lack of game knowledge.
Thanks alot and may the force guide you (great game, amazing work :-))
There are many cool hidden facets to BE, not the least of which is the number of objects that can only be crafted in front of a PERSONAL crafting station or crafting droid.
So, in regard to pet vitality packs, you can only craft these if you have a food/chemical crafting droid or are in front of your own (or someone else's) personal food/chemical crafting station. Public crafting stations do _NOT_ work
Other items that--at the minimum--require a crafting station appear in the cloning tree. At Clone I, for example, Dewbacks are craftable only with a crafting station. At Clone II, there are 5 creatures that only appear when you are in front of a crafting station.
Bottom line: buy a droid with a crafting station that way you can craft anywhere (and even experiment while on the road).
Now...that said...I want to commend my fellow BEs for their input on all the issues listed. Our correspondant has done an awesome job considering the magnitude of BE issues. I'm proud to be a BE and see this profession shaping the game a lot as time goes on (can we say Dewback creature mounts? Great QT video...kaching
But, I would like to see the devs be a little more aggressive about our fixes. After all, it's fun to see a creature mount video, but it's frustrating not knowing when things will be moved off of TestCenter and to those of us who have been here since the beginning, waiting patiently.
Warmly,
Xanda
Bioengineer of Bestine
Gorath
There are many cool hidden facets to BE, not the least of which is the number of objects that can only be crafted in front of a PERSONAL crafting station or crafting droid.
Finally! I swear I was going insane: periodically being able to craft vitalities, then not. This explains a lot. Now....
What the ???? Why on earth (other than to make us dependent on other classes) would tier one craftables require that kind of hardware to make??? BE is not one of those classes where you can make creds the first few tiers (if someone has a good way, let me know!), so requiring that kind of investment is off-balance, IMO.
Secondly, if an item requires a PERSONAL crafting station or droid, it needs to clearly say so in the datapad schematic.
On the usability of tissues. I know this is probably a programming nightmare, but I'd like to see tissues that, used independently, give a small (but reasonable bonus) used by themselves, but a larger bonus (or longer duration) when used as part of another class's craftable. A tier one strength item, for example, would give +x for x minutes to a HAM attribute, but would be +x(+10) and x*3 minutes when used as a component for a chef craftable. That would maintain the interdependence while adding a measure of independence.
Thanks for answer my question on the making of certain stuff. I finally found a guy on Tempest who told me about it. I would still like to know about the 2nd part of my question.
1. How do i use things like mirconurients and bio strength formula etc. Are these currently disabled or what.
Anyone have any thoughts on the "slicing" idea i mentioned. I was also thinking what if they made the tissue things power-ups or add ons like they do for the armor and clothing.
Step one get dna template
Step two bio enhancment add on
Step three protein base
Step four
The enhancments would help with the choking xp we need
And also make more use for our Bio skill. I was thinking like 25 or 30 micro nutients or 15 str enhancing shots to add whatever + attribute they do.
Anyway Let me know if im way off base. I have only be a BE for 1 week or 2 maybe.
Srank. Half the tissues are used by chefs, the other half by tailors. Chefs have certain food component items that they can make where they have the option of adding a bio bomponent (e.g. multi nutrient supplement). If they add this component, the food item that it goes into gets the bonus that the mns brings. Similar for tailor. They can make certain clothing components that use optional bio components (like constrictor cloth) and the clothing ultimately (theoretically anyway) the bonus that the cloth confers on it.
Many of the tissues for tailor have been experimented on, and the consensus seems to be that the majority of them do nothing benefitial. The chef ones that I have tried do in fact work, but are maninly worthless because they cost too much and do too little.
Srank wrote:
Thanks for answer my question on the making of certain stuff. I finally found a guy on Tempest who told me about it. I would still like to know about the 2nd part of my question.
1. How do i use things like mirconurients and bio strength formula etc. Are these currently disabled or what.
Anyone have any thoughts on the "slicing" idea i mentioned. I was also thinking what if they made the tissue things power-ups or add ons like they do for the armor and clothing.
Step one get dna template
Step two bio enhancment add on
Step three protein base
Step four
The enhancments would help with the choking xp we need
And also make more use for our Bio skill. I was thinking like 25 or 30 micro nutients or 15 str enhancing shots to add whatever + attribute they do.
Anyway Let me know if im way off base. I have only be a BE for 1 week or 2 maybe.
Suggestion:
Additional tissue additive for clothing / armour +Fire Resitance. Would help all those people currently being toasted by comandos with flame throwers
Other than having actual descriptions for the items in the Tree so I know what it is they can do, I would really like (as mentioned in the DNA Suggestion thread) for DNA to have some use in the Tissue tree. I like harvesting material as a Field Scientist, and not just the normal organic that any Scout goes and picks up... but BE specialized stuff, but DNA only seems important to Clone things. And Big Pets and Dr. Frankenstein, as cool as that concept is, is only one BE facet and not one I wanted to do with this character (other than Dewback mounts). Maybe I don't know enough about the broken items since I don't make them much (being broken an' all), but it seems Artisan and Scout is what you want for research and material collection. I want to go out into the field and find specialized biological matter to use in my products.
So either make DNA needed for some Tissue stuff, or make the DNA Tree have more to its biological harvesting than purely DNA.
-ereshkigal (TheFirm)
Currently, tissues are useless.
The best tissue is Micronutrient Suppliment. That's our grinding tissue. 2 or 3% increase in duration for chef foods?? What is that, like 2 seconds? No worries, I'll just destroy 10, and make 10 more.
Pet Stims... Yup, I'm a vet. In a group, THEY don't care too much about their pet's health, but I do!!! MostCHs willjust swap out a badly wounded Gurrek for an unwounded Gurrek. But Ispend all my mind trying to heal up 7500 worth of HAM damage, so they don't have to.
I believe all the 'Scientist' and 'Advanced Crafter' professions should have some type of thingy they make whichONLY THEY CAN USEwhich would benefit a large hunting group. Chefs should be able to buff up a group's Strength and Constitution. BE's could buff Pet Regeneration. Or Mind Regeneration.
I know it has been said before, but on the eve of BE factory craftable items it is more true then ever. The tissue line is at such a disadvantage when compared to other crafting profession items. Meat, Eggs, Milk, Fish? Meat is attainable but usually never in quantity and it is always priced very steeply 5 - 10cr unit (not that I can blame people there is certainly more effort involved in gathering compared to mine-able resources). The latter 3 items are just a cruel joke. Fish and Eggs in my experimentation I can get about 120 - 150 fish or eggs in about 2 hrs of constant fishing/lair searching this is unexceptable and Milk is apparently harder to come by then nightsister armor, I got 2 units from a drop in the first week SWG went live and have never seen any since.
Devs have said that they dont want to change the ingredients they would rather make the existing ingredients more available. I have no problem with this...if it actually happens and on aLARGE scale. Sorry guys giving Survival Xp for fishing aint gunna cut it.
Marcurio Paganinni - BioEng