Bio Engineer Archive

Thread: Hot Issues

Akelan
Wed May 26, 2004 1:37 pm
#27

Everything else pales to insignificance in the face of the "pet-check / what's valid?" issue, but beyond that, the loss of the template in a creature combine is the analogue to the other crafting professions having their manufactured sub-assemblies returned on a crit fail, and I can see some justification for that request, though it is more an "nice to have it" addition than a bug or problem, as devastating as it can be on a CL 70 attempt or a 4th or 5th generation clone.


I would also like to see the medical crafting enhancements apply to our making of the components for Pet Stims, or even a new item/schematic for the pet medicines components, to which our BE experimentation points would apply as well as those from our Medic prerequisite. Perhaps the component schematic could be made "pet medicine only" and the schematic for the stims/vitality packs be changed to use the new component, so we would be able to make stims with our own components, rather than being forced to take doctor or to purchase components we are supposed to be able to make for this purpose. We are a master profession, and it seems a bit out of line that we must rely on components that are made for a different purpose to do our own pet meds, though it does somewhat equate to the tailor and chef's dependencies on our tissues for their best products.


Aside from the crit fail returning a template, which would be a "good to have" enhancement, and the pet meds question posed to the developers, the only enhancements I see as much of a need are DNA storage and additional, unique "skins", which have already been addressed to the developers. I had suggested a DNA Freezer module to be built into droids with storage for 100-150 or so DNA samples only, and others have suggested "blood samples" that might be stored as stackable with samples taken from them at a later time, so 10 units of Mutant Rancor blood might offer 10 opportunities to try for a DNA sample back in the "lab", which would resolve the DNA storage issue without additional inventory space requirements. A tool like a shellfish harvester, equipped and used from close range to draw a blood sample similarly to sampling DNA directly would be used, and the blood would later be "sampled" the same way a pet deed is done for multi-generation pets.


LLan





GMANHNC
Wed May 26, 2004 3:49 pm
#28

I think most things have been covered, I think maybe an alternative resource instead of fish might be easier than making a new tool or a whole new way to get this might be easier done.

I think a CL counter would be fantastic in our experimenting box.

I think making the pet all at once instead of making the template and then making the pet would help eliviate some CF's. Especially if they have the CL counter added. Otherwise when you add your skin, change could occur, maybe it's just me but I remeber seeing amazing success a few times when making a clone, I have no idea wht it pertains too exactly, but there may be some stat changes.

Flying Pets & ID colors, would definately be a great addition, or let pets be taken to ID's.



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
NancyJ
Wed May 26, 2004 11:46 pm
#29

Not at all Talth, I'm still learning the ropes, where stuff goes, when to post what and how long to wait before nagging



Talthazar wrote:
Reading this again, it really didn't come across the way I intended. I hope you didn't take it as telling you how to fulfill your position as that's not what I intended. It's just been a couple months since hte last Top 5 was sent in and it would be nice to know where we stand on those. As far as the crit fail issue, I just don't think we should give it a burial till we have the answer to our appeal. After that, storage is my next top issue.

Talthazar wrote:
As far as the devs are concerned the issue of crit fails has already been addressed. I can try to press the issue but I dont its likely to come of anything.
Actually, the last we heard about this issue was that the crit fails were being adjusted and that Crit fails for cloning would have to be re-evaluated afterward. In my mind thismeans that thecrit fail issue is not over for us. We sent a top 5 list in not very long ago.It not only included or feeling that the crafting adjustment did not address our issues with cloning, but also the idea of blood samples as a solution to our storage problems among others. You might want to check on the status of that last Top 5 to see if there's any new info on them.










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


Nyria - Farstar



meroc
Thu May 27, 2004 4:37 am
#30

From my dealing with Dev's Nancy, as long as your honest and respect them as human beings (not just "Nicks" on a forum), you'll be fine


It's when people forget that there is a personbehind the keyboard/screen that things break down...





Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Devero
Thu May 27, 2004 5:23 am
#31


I agree with a previous suggestion. DNA storage is totally inadequate. I want to be able to hit various planets and bring back the loot. Then I want to be able to relax in front of our river and craft. This allows me to think about what I'm doing with no fear of assaults, etc and also allows me to use DNAs from various expeditions.


I have placed an extra 2-slot house to store nothing but DNA. And it still isn't enough. (my gf and I now have 13 houses) I want a well-stocked collection of DNA samples so that I can take an order and fill it on the spot.


We need to be able to store upwards of 1000 DNA samples to make a DNA pharmacy valid.


Evyl Reign



I do not wish to use a vendor for storage, thanks for the suggestion (ahead of time).



Message Edited by Devero on 05-27-2004 07:24 AM

Madeco
Thu May 27, 2004 10:32 am
#32

My top 3 would be


1 - DNA storage


2 - DNA organization


3 - DNA storage!



Not knowing the CL is not even that big a problem to me. Gives the whole process something of a art form feel to me.But a way to store and ORGANIZE all those samples would make my life as BE complete. Who else searches though backpack after backpack looking for that DNA sample you remember putting away......



Madeco





- I support gay marriage, but, only if both chicks are
Bracci
Thu May 27, 2004 7:56 pm
#33



Madeco wrote:

My top 3 would be

1 - DNA storage

2 - DNA organization

3 - DNA storage!

Not knowing the CL is not even that big a problem to me. Gives the whole process something of a art form feel to me. But a way to store and ORGANIZE all those samples would make my life as BE complete. Who else searches though backpack after backpack looking for that DNA sample you remember putting away......

Madeco





People don't care about the CL because it takes away the "art form". They want the CL so that their pets when tamed don't get nerfed to endor and back.
Plageron
Thu May 27, 2004 8:33 pm
#34

1. a level box would be the best thing to see during the Genetic Template Crafting Process.

It should display right as a Bio_engineer begins putting the DNA in the slots,and continues to display during the Entire experimentation and Craft process of the template.

2. Skins should display on them their lowest Creature Level Limit....perhaps while we choose the skins.

3. Avians and Snakes and more creature skins.....lizards are ok and all...but sheesh.

4. The color thing...you know call me crazy but Orange...red...and Green and a few hues.....with all of them just slightly change the highlights seams a bit limited....I really tried to make a White Razor Cat....but all I can get is a light brown...with tan fins....You no EQ has some great code for this...maybe a little peak at it and some copying would be a good idea.

5. Creature Size Scaling Control...this should be allowed...Everquest has been using this ability for a long while...so someone needs to rip some code it apears.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
SomeUser
Fri May 28, 2004 4:49 am
#35




NancyJ wrote:





Roulman wrote:


There is another thing that nobody told about but I would like to get to possibility to harvest a dead creature that got killed while sampling DNA. I don't understand why we cannot do that andit would be interesting and normal I think.








IMO the reason for this is that we can kill any creature up to CL 75 without combat skills, allowing us to harvest the corpses afterwards would be unbalancing.




Not trying to be argumentative... ok I am ... but letting a BE harvest via his scout tree what he kills via Elite BE tree is unbalancing how?


There is a timer on the sample... each poke drains our mind...it can takes several pokes to kill it... if it is aggro it can attack and kills us if we have no combat skills... if we do kill it, it would have take 500% more effort to do so then to just pick up a combat skill and kill it by via that Elite skill tree.



Allowing a BE to harvest what he "sample kills" seems to, on the contrary, be quite balanced.


We are already spending huge amounts of SP to be a BE (usually at the cost of combat skills) we rely heavily on meat in what we make, and by default we are both scientists as well as scouts....



Sorry Nancy, to me this is just another case of the DEVs with their heads up there arses


Sort of reminds me when TH was trying to explain to the CH community why they needed timers on their pets....


Paraphrasing... "So you dont sneak up one someone, poke-a-pet em, and surprise kill em"


LoL


Yeah, when was the last time a pet killed anyone in PvP.... Why dont you just say, "we want a timer on vehicles and are toobusy nerfing other stuff and trying to revamp jedito write the code to distinguish it from pets"


ok, I'm tired and getting cynical...


/cynicism off






Vezek


Devero
Fri May 28, 2004 5:13 am
#36

"SomeUser" is correct.
Kevm
Fri May 28, 2004 8:35 am
#37

Sorry, NancyJ is right. You want to harvest a creature you have to have combat skills. The fact that we could kill a CL 75 with 1 attempted DNA sample without any combat skills is the reason.


And all these people who complain about dying when trying to sample...I haven't died once since I made MBE from an agro creature I was trying to sample. I'm not sure what's being done differently. I'm not buffed, only weearing a composite breastplate, and am not a TKA/Fencer template. I just hop on my bike and run





Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
Ralfire
Fri May 28, 2004 8:41 am
#38

DNA Storage is my biggest problem.
Even a simple storage container that would only hold 10 samples would be a large improvment.
As long as it only counted as 1 in the house inventory.
Talthazar
Fri May 28, 2004 9:07 am
#39

Creature Size Scaling Control...this should be allowed...Everquest has been using this ability for a long while...so someone needs to rip some code it apears.


Creatures are actually supposed to scale according to CL but this has never worked. So far, with all the other issues,it's just never been important enough to get voted onto the Top 5. Another thing I'd like to see is Pet meds actually showing up in the pet med section of the commerce interface.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
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