Bio Engineer Archive

Thread: Top 5 Issues

droid327
Sun Aug 15, 2004 5:12 pm
#27


well of the issues listed this is how i'd pick em...


3) Cloning,Bug,"Certain attacks, namely AOE attacks will not transfer to the clone. The thought is that this is by design, but we would appreciate official word on this. "

4) Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to
gauge whether a dna template is going to yield the desired CL on the final clone.


2) Tissues, Gameplay, The tailor tissues we have are currently underutilized
with only a few of them being really popular (melee/Stun defense,
Injury& Wound treatment are most popular, the others are much less so)


1) DNA Sampling, Gameplay, Diversity, there is a lack of sample-able
creatures at the top end, there are only 3 creatures in game between cl
70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option
for high level DNA. Between the levels of 60-70 there are 5 creatures and 1
is a lair boss. So there are only realistically 5 creatures to sample
between the levels of 60 and 75 (This goes along with the "Why cant we sample over CL75?" issue as well)


5) General, Gameplay, DNA samples do not show the creature donor on the
inventory listings, this is just as important, if not more than the quality
of the DNA



Basically I think the best thing we could ask for right now is to expand our content and give us more tissues and samplable animals that we'd use. The broken and buggy systems are of course a priority but I dont think its going to be realistic to ask the dev teams to revamp the BE code - which by all intimations through NancyJ's dev commsis kinda viewed upon as a nasty icky murky quagmire of awkward and esoteric code by most of the coders - until after they get done with JTL and maybe the CR. Giving us new tissues or animals would just require adding more database items within the existing,properly functioning code frameworks.

Message Edited by droid327 on 08-15-2004 05:13 PM



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
ArthurDentOnBria
Sun Aug 15, 2004 5:16 pm
#28


In light of "the vendor debacle" I think it might be a prudent time to start asking for our little problem with needing business to sell our goods and surveying to harvest things that are requirements for every single schematic that we have.


So my top 5 would be:


1. more tailor tissues

2. some resolution to our "artisan" requirements

3. dna storage

4. non-ch pet problems

5. more variety of desireable, sampleable critters.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NancyJ
Mon Aug 16, 2004 12:57 am
#29

Its time for top 5's again.

I need you to go through the issues list and pick your top 5 in order of priority and post them here.
Please just cut and paste them from the issues list, it will make things so much easier and the list so much more accurate.

Thanks.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



furrycat
Mon Aug 16, 2004 3:29 am
#30

  • DNA Sampling,Gameplay,Why does our DNA sampling now seem to cap at CL 75 when we used to be able to sample from anything in the game?

  • If you can get within 15m of it and not get aggroed, you should have a non-zero chance of getting a sample.

  • Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desire for more skins. In particular there are still no snake or flier skins and only one primate skins."

  • And more colours!

  • Cloning,Bug,"We were told full-grown size will vary greatly depending on the final stats, this does not appear to be working correctly."

  • Cloning,Bug,"Certain attacks, namely AOE attacks will not transfer to the clone. The thought is that this is by design, but we would appreciate official word on this. "

  • DNA Sampling,Development Request.,"Storage - Storage is still an issue.
    Have submitted proposal on this issue




  •   |\_/|  
    >(o.o)< furrycat ruffles your hair.
    ( ),
    ^^ ^^

    Inkanissen
    Mon Aug 16, 2004 3:41 am
    #31

    1. DNA Sampling, Gameplay, Diversity, there is a lack of sample-able creatures at the top end, there are only 3 creatures in game between cl 70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option for high level DNA. Between the levels of 60-70 there are 5 creatures and 1 is a lair boss. So there are only realistically 5 creatures to sample between the levels of 60 and 75

    2. DNA Sampling,Development Request.,"Storage - Storage is still an issue. Have submitted proposal on this issue."

    3. General, Gameplay, DNA samples do not show the creature donor on the inventory listings, this is just as important, if not more than the quality of the DNA

    4. Cloning, Bug, Pet validity checks are not working as intended, it is still possible to create overpowered pets that are valid and underpowered pets that are invalid.

    5. Cloning, Gameplay, certain skins have minimum levels, it would be useful for this to be reflected in the crafting UI **(agression should be noted too. agression should also be noted on pet deeds, or maybe even remove agression from all BE creations)
    Distaste
    Mon Aug 16, 2004 4:34 am
    #32

    1. make mask scent built into BioEngineer, it seems kind of stupid but thats just more experiance points we have to waste just to do something for our profession. No other profession that I know of has to go get another skill tree to utilize a skill. I dropped exploration so that i could have a merchant.

    2. Make our profession more useful. Maybe enable us to alter crops. Like experiment on them and increase PE OQ FL and other stats. I think that would be awsome.

    3. Pet lvl on Generic DNA template

    4. Make the BioEngineer more combat related as well. Yes i know sounds stupid but in RL its all over the news. Biological Agents. Give use gas grenades that spread disease or poison or something maybe a rifle or enable use to place DOT on weapons.

    5. Enable us to make BioEnhancements. Thats right cyborg type implants. In RL BioEngineers do actualy do this type of work.

    .Umm this one is actualy stupid...but maybe make the profession a half breed. GIve use biorifles lol. I mean come on there is glop grenades.


    BioEngineers deal with all forms of life, They do may implants for humans including pacemakers, they do make Biological weapons, they do clone, they do DNA sample, they do make tissues. So lets just update this professions to all RL aspects. Other than that i have no quams.
    NancyJ
    Mon Aug 16, 2004 7:37 am
    #33

    The Top 5 so far (subject to change obviously, I will leave this up as long as possible to give as many peopel as possible chance to have their say)

    1. Lack of variety in the cl 60-75 range
    2. Storage
    3. Donors on DNA in inventory listing
    4. Pet validity checks
    5. more skins

    This list is very different to the last one I think, thats interesting




    Nyria's BioShop
    -51 -5732 Tatooine
    200m South of Anchorhead


    Nyria - Farstar



    Seiryuu
    Mon Aug 16, 2004 9:22 am
    #34

    1) DNA Sampling,Development Request.,"Storage - Storage is still an issue.
    Have submitted proposal on this issue."

    2) Tissues, Gameplay, The resource requirements for the non-nutrient chef
    tissues need re-evaluating, nutrients are the most desirable chef tissues
    and are the easiest to make, the other tissues are not worth the effort to
    make due to the difficulty in obtaining large quantities of specific
    creature resources.

    3) Cloning, Bug, Pet validity checks are not working as intended, it is still
    possible to create overpowered pets that are valid and underpowered pets
    that are invalid.

    4) Tissues,Gameplay,Resource availability - yield on eggs, fish and mollusks
    is still too low to be useful.

    (I predict that after the combat balance, animal resources might also be an issue.)

    5) Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to
    gauge whether a dna template is going to yield the desired CL on the final clone.


    My pet issue is the 50/30/20 stats weighting on tissues, but that isn't worthy of a Top 5 as it is a simple bug fix. I'm not sure how many more times I can tell new BE's this.



    -----
    Visit www.swgcreatures.com for all your creature needs.
    Tell 'em Lantyssa sent you!

    Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

    Looking for a special? Try this Excel spreadsheet on Special Abilities.
    Deathshead01
    Mon Aug 16, 2004 10:54 am
    #35

    1. Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desire for more skins. In particular there are still no snake or flier skins and only one primate skins.

    2.Cloning,Bug,"We were told full-grown size will vary greatly depending on the final stats, this does not appear to be working correctly."

    3.DNA Sampling,Gameplay,Why does our DNA sampling now seem to cap at CL 75 when we used to be able to sample from anything in the game?

    4.DNA Sampling, Gameplay, Diversity, there is a lack of sample-able
    creatures at the top end, there are only 3 creatures in game between cl
    70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option
    for high level DNA. Between the levels of 60-70 there are 5 creatures and 1
    is a lair boss. So there are only realistically 5 creatures to sample
    between the levels of 60 and 75 (yes it could be considered the same as #3 but they are both important )

    5.Cloning,Gameplay,"Documentation - the advanced BE guide was written by the
    community, we would like some official documentation please"
    Biytor
    Mon Aug 16, 2004 11:07 am
    #36

    1.) Chef Tissues - Only 3 are useful for anything. The rest are just filler. Make the other tissues useful


    2.) Tailor Tissues - Limited number, never wear out becuse tailor items never break


    3.) Non-CH pets - Need to remove the bugged pets from the system and punish the offending BE's for making them


    4.) Tissues - Over-all resource use per tissue tends to be higher the the items they're used in


    5.) Income - Lack of steady market for all but a limited few items BE's make



    Drop off Vendor location 5791 6246. 700m outside of Restuss on Rori
    Jakkal_Darkwind
    Tue Aug 17, 2004 8:47 pm
    #37

    1 give us our F*CKING PHARPHLE!


    2 cloning diversity (and give us cool colours....i want a neon green kaduu)


    3 more tapes (low end + to swordsman, cabines, pistoleer, ect ) to make


    4 give us something to sell in JTL (adv proton mechanisms, adv ship cores)


    5 more business (easily accomplished by 3/4)



    like jedis? play kotor
    AnakinsClone
    Tue Aug 17, 2004 11:25 pm
    #38

    1) Revisit the critical failure issue. With 2 main combines, and a lengthy experimenation phase, a critical failure can utterly ruin a pet at any point. With the recent discovery that Pyollian cake does not affect our crafting due to the complexity of the BE coding, can they be sure that the adjustments they made for critical fails are working for BE?


    2) Easier access to merchant vendors. We're the only hybrid crafting profession, and already have to spend more skill points to master our profession than any other save Doc, and CM. For a BE to have enough vendors to run a decent business, we'll have to drop most of our supporting skills. The other crafing professions already have Artisan as a pre-requisite, and need only to use 12 skill points to obtain a vendor to sell items. BE's on the other hand will need to spend 27 skill points for the same privilage. This does not seem right.


    3) DNA storage. This is a must due to the new vendor changes.


    4) More Chef & Tailor tissues.


    5) Credit for our creations. I'd like to see our names as the pet's creator after it has been tamed.


    ***


    Noteableommisions from my list:


    More pet skins: Really, will this affect much? Sure more skins would be neat, but 95% of my requests are for cat skins anyway. More skins would be a pure luxury after the more important problems are addressed.


    Dna diverstiy: Many are suggesting more pets to sample from in the 65+ class range. Perhaps it's just me, but the higher level pet I attempt, the greater my chance of failure is. I'd rather them revisit the Critical Fail issue, and possibly let us retain our dna upon critical fails.



    Kuma's Pet Shop - Closed forever...
    AnakinsClone
    Thu Aug 19, 2004 4:59 am
    #39

    /bumping this offa page 2. Only 15 opinons? C'mon guys!


    Hey NancyJ, can I vote twice?



    Kuma's Pet Shop - Closed forever...
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