Bio Engineer Archive

Thread: Top bio engineer issues Jan 05: nominations wanted

Meplorium
Fri Dec 31, 2004 1:39 am
#27

This seems like a fairly good list and rather complete, however the list is just that, a list. It really doesn't say what the problem may or may not be. Though that is probaby to keep the list a reasonable number of words. Just a few things of note for me.


BE's excluded from FS crafters quest (both unlocking and transferring xp) - I have had no issues with transferring extra exp, something Nancy got fixed in a hurry. Is this an issue that you can never get enough meat or sample enough animals to complete a single line, let alone all 6? All the crafter/survey stuff requires novice artisan, which is easy enough to get if you have 500 cs and 15 skill points. I am not sure what the issue here.


Right now I don't see the CL10s as being an issue, however they should be one. The problem lies with the usefulness of pets, or complete lack of. Pets are too slow and under powered to be attractive to non-CHs to master CHs alike. Granted if used right, they can let you do things that you really shouldn't be able to do solo, however the auto-stores, the random slow downs and unresponsiveness make them not useable for any period of time. I think we both know that pets aren't even on the radar for the devs to overhaul. We need to do the DE thing where we keep bring this up again and again. The more it is seen, the more of a problem it is. Talk with the CH corr and see about presenting a unified front on this.


I would put something in about BEs being just schematic monkeys for chefs and tailors at this point since their only other product, pets, are rather useless due to these bugs, not any power issues, which will be solved, least we hope, with the combat revamp.


One thing that would help would be flying pets, like the birds on dathomir, forget thier names. Also, they would make great mounts and have the speed to be useful. That would solve many problems. Then such things as CL10s, just make the min level 12 on them, can be looked at. Right now, over powered CL10s that aren't useful aren't an issue. We first have to get them to be an issue for them to be an issue. Course that is the Master CH talking.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
Meplorium
Fri Dec 31, 2004 1:43 am
#28

On the storage topic. All the crafter types corrs need to get together and ask for the stackable resource containers go to 500k to 1 mil. This is something that many have asked for, and while it doesn't address the DNA or many stacks of meat issues BEs face, it does address the many stacks of the same flora that happened to spawn once every 3 months that is good for additives that everyone harvests the hell out of and then puts on a vendor. It is just silly not to have them stack higher, and that is something all the crafter corrs should be asking for. They relented on the starport times finally, they will relent on this.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
R-ade
Fri Dec 31, 2004 8:10 am
#29






goatt_13 wrote:
The "details" section of a vendor offering disappears upon relisting an item, from the stockroom, after the 30 day sale limit.

There is no way, at least from what I have tried, to cut and paste these descriptions.






You could also use your in game notepad and save any text that you might use regularly. This is whereI keep and format all my descriptions, shop signs, e-mail tags, etc. The in-game command is /notepad. I find it pretty handy even if it isnt the most user-friendly thing.



R'ade
Master Doctor -- Novice Carbs
---
Rori
CORBANTIS GALAXY
Gelert
Fri Dec 31, 2004 11:29 am
#30

I am sure this has probobly been mentioned before, but I belive it would be very usefull if it were possible to make lvl 10 creatures volintarily. I am having a huge problem at the moment on not being able to get that lvl 10 - nearly all my creatures are lvl15 -20 and this is with-out experimentation.


Catch ya later. Take care.


J



"Pain Heals, Chicks Dig Scars And Glory Last for Ever" - The Replacments
ArthurDentOnBria
Fri Dec 31, 2004 11:42 am
#31


Thanks for your feedback Gelert. What I decided to do was to lump this in with two other items that we hadon the list(experimenting stats downward, and displaying CL on the experimentation screen) as all being part of one larger issue, and that is how to hit a target CL. Does anyone have a problem with me doing that?







Gelert wrote:


I am sure this has probobly been mentioned before, but I belive it would be very usefull if it were possible to make lvl 10 creatures volintarily. I am having a huge problem at the moment on not being able to get that lvl 10 - nearly all my creatures are lvl15 -20 and this is with-out experimentation.


Catch ya later. Take care.


J









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%


Zadokk
Fri Dec 31, 2004 12:01 pm
#32

Hmm... i quite like the fact that the target CL is a mystery because it makes our profession more complex and more interesting. If they were to reveal sure-fire ways to reach a target CL, then I think a little bit of the mystique of our profession would die.

ArthurDentOnBria
Fri Dec 31, 2004 12:05 pm
#33

Me too Z. I like the challenge, and sometimes not knowing how the heck the thing is gonna turn out, lol. But I realize it can be frustrating. But ah well, to each his own.




Zadokk wrote:

Hmm... i quite like the fact that the target CL is a mystery because it makes our profession more complex and more interesting. If they were to reveal sure-fire ways to reach a target CL, then I think a little bit of the mystique of our profession would die.







Message Edited by ArthurDentOnBria on 12-31-2004 11:06 AM



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%


Blueblooded
Fri Dec 31, 2004 2:31 pm
#34

Hi

I am quite happy that there are no BE skill tapes. that way the quality of the creatures we can produce is determined by the skill of the BE, not our bank balance

Notwithstanding I rarely use all my skill points anyway

Apart from that comment, my main issues would be DNA storage and skill point reqmts (including needing mask scent)



Always remember . "a pig with lipstick is still a pig"
Kevie
Fri Dec 31, 2004 3:56 pm
#35

more useful skilltapes for tailors (note: more as in value, and more as in quantity)

some way to get different damage types for ranged attacks (currently all are kinetic, regardless of the ranged donor)

pet sizes... whether through the crafting process, or from a creature handler actively stopping growth, creature size should be something that people can control....... however difficult it may be to add, i'm sure a LOT of people would love this
(in addition to halted sizes, enormous bunnies/mounts/etc. should also be available)

Message Edited by Kevie on 01-02-2005 12:51 PM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Grozurr
Fri Dec 31, 2004 10:32 pm
#36






ArthurDentOnBria wrote:






Game Balance

lack of skill tapes

*****lack of secret research data

vendors for BE's

too many skill points used for BE

******dna storage (laboratory, blood, freezer, droid,etc.)

harvesting of dna samplingkills

experimentation & assembly failure rate(also losing the dna template)

tissue ingredients vs desirability balance

dna sampling failure rates

*BE's excluded from FS crafters quest (both unlocking and transferring xp)

larger crate size for tissues

tissue complexity too high

*larger stack size for harvestables

*BE's often find themselves becoming "schematic monkeys" rather than selling products


Exploits

The CL 10 problem

The covert BE dna sampling, TEF scenario


Bugs

dna sampling with full backpack

*****33/33/33 tissues

CL level not reflected in size of creature

Misc pet crafting oddities (as documented by NancyJ)

*pet pharma showing up in wrong category of vendor/bazar

*unusable specials shouldn't show on dna samples

*creature warping (including upwards) during sampling & milking

*color specified during creature assembly isn't reflected in tamed creature



Enhancements

more variety in craftable creatures (new skins, colors, sizes)

*****more USEFULtailor and chef tissues

more high level sampleable creatures added to game (also the apparent CL sampling cap)

*****BE creator's name listed on tamed creature when /examine

creature donor's name listed on dna sample in inventory

more explanatory info listed in creature schematics: minimum CL, aggro/non-aggro status, mountable

more explanatory info listed on pet deed: suitability for non-ch, aggro/non-aggro, mountable

better error messages during sampling (CL too high, full backpack)

*BE specific quests

******some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)


* added or modified as per discussion

Message Edited by ArthurDentOnBria on 12-31-2004 10:40 AM




These would be my top 5...ok i know there's 6 there. explanation for each:



Lack of Secret research data- I think it's silly that we should have an option to add something that doesn't exist. it's slightly taunting and highly annoying to know it can't be gotten.


DNA storage- hate having to go to endor w/ nothing except (literally) the shirt on my back when dna sampling. many times have i found the dna i'd been searching for and...pack full, have to delete something else i would have liked. not to mention i can't really hold on to it for long, so whenever i want to make a pet to specifications i have to take a week to get the dna, then make sure it works. would be MUCH easier to just have a storage item/building that can hold a literal stockpile of dna that i can access when i need it.


33/33/33- Just plain annoying. if this IS the actual specification in the game coding, tell us that we're wrong and our testing is flawed. if we're right, is it THAT hard to change the writing and calculations on a few schematics?


More USEFUL Chef/Tailor tissues- i add useful because alot of the chef stuff we can make right now isnt' wanted and doesnt' provide the benefit to get the stuff to make it, eg nutritional suppliment always wanted b/c they're cheep & easy to make whereas stuff like heavy filling reducers take specific resources, cost close to 3x as much to make and dont' give any larger (in fact less) benefit.


BE name- i want recognition for that UBER_PET!


some method for hitting target CLs more easily - when i have to hit a CL it's annoying to be blind and have to guess.



My thoughts


Grozzer


Kauri



PS.


NO SKILL TAPES! WE'RE FINE W/O THEM AND IT FORCES PLAYERS TO SPEAND MILLIONS TO BE "THE BEST"-it handicapps professions, and we have somethingdifficult enough that we really dont' want this.


Physkoris
Fri Dec 31, 2004 11:42 pm
#37


Just a few things about eggs...



  • Makeeggs automaticallystack when they get into inventory.

  • Increase amount of eggs found per lair search.

OR



  • Introduce a "blender" terminal that can be dropped in a house that takes alldifferent variationsof eggs (might have rules on them being from the same planet) and combines them into 1 generic egg. Stats would be slightly decreased (after being averaged) but overall effect would be a bigger stack of eggs.

I'd like to see some kind of "blender" or more appropriate "grinder"idea for meat but that may be a little to unrealistic. But I mean come on.. We are bio-engineers after-all. If we can create life from a few slabs of meat and some DNA samples, why can't we mix and combine meats?

Message Edited by Physkoris on 01-01-2005 12:46 AM









Scylla Physkoris Elder Jedi
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R-ade
Mon Jan 03, 2005 10:33 am
#38






ArthurDentOnBria wrote:

Me too Z. I like the challenge, and sometimes not knowing how the heck the thing is gonna turn out, lol. But I realize it can be frustrating. But ah well, to each his own.




Zadokk wrote:

Hmm... i quite like the fact that the target CL is a mystery because it makes our profession more complex and more interesting. If they were to reveal sure-fire ways to reach a target CL, then I think a little bit of the mystique of our profession would die.








Message Edited by ArthurDentOnBria on 12-31-2004 11:06 AM






Personally, I oppose knowing what the CL is untillafter I've crafted the pet or, at least,the DNA sample. All I really care about is that if I experiment thehardiness (or for that matter any of the stats) over what I think is the appropriate level needed to achive a pet of a certain CL level then I can tune the stats down to a point where I feel it will target the proper CL level. I don't think that this will takle any of the mystery out of the Pet creation process because you aren't handed a guarantee of CL level.





R'ade
Master Doctor -- Novice Carbs
---
Rori
CORBANTIS GALAXY
Gelert
Mon Jan 03, 2005 10:17 pm
#39

Hi, sorry it took so long to get back to you. I understand the pleasure behind the mystery of the CL, but I am sure you can also understand that it can get more than frustrating when somebody asks me to make them a CL 10 creature, and I have currently made nearly15-20 creatures and have yet to hit CL 10 with it.


Catch ya later. Take Care. Gelert



"Pain Heals, Chicks Dig Scars And Glory Last for Ever" - The Replacments
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