Bio Engineer Archive

Thread: Top 5 Official Dev Response

Dedrima
Mon Dec 22, 2003 9:33 am
#27

I love this needle idea and being able to craft it and give it to others. I know of many people who are better equipped to survive the wild than I. These days I'm mostly just extra ep for all the healers and rezers of the game. That or the strange one in the group that goes wanders off on her own to die (aka the continual search party for me).



-Legowen Aingeal
Chilastra
Master BE, dabbler in everything
Tal-N
Mon Dec 22, 2003 9:40 am
#28

If I extend the idea a bit further, what you could have is the needles on a typical 1 to 100% quality scale. This effects the success rate of the sampling as well as how much viable blood you gather.



  • 10% - 1/10 success chance and a max of1 units of blood

  • 20% - 2/10 success chance and a max of1 units of blood

  • 30% -3/10 success chance and a max of2 units of blood

  • 40% -4/10 success chance and a max of2 units of blood

  • 50% - 5/10 success chance and a max of3 units of blood

  • 60%- 6/10 success chance and a max of4 units of blood

  • 70% - 7/10 success chance and a max of 4 units of blood

  • 80%- 8/10 success chance and a max of 5 units of blood

  • 90% - 9/10 success chance and a max of 5 units of blood

  • 100% - 10/10 success chance and a max of 6 units of blood

This means that technically a 90% needle can produce a blood sample which is equal to the same number of attempts you get from a typical wild animal before it usually dies. Naturally for each unit of blood in the stack you get a single attempt to extract dna, there is no aggro so failures are slightly increase but the potential quality of the dna remains the same as live sampling.


Since this is essentially the same as dna sampling clones then it wouldn't be a drastic chance for the database. The blood samples themselves wouldn't actually contain any stats themselves, they'd simply identify what animal they came from. That means all Mutant Rancor blood samples would be the same, thus allowing for only one entry in the database plus they could be stacked.


Because the needle would be a disposable tool they'd need to be very easy to make. Maybe around 12 units of metal and 8 units of chemical. These could then be produced in crates once again saving on database and storage space. So would this mean blood sampling would replace dna sampling? No not really, the success rates for blood would be based on materials and would be like spending money on every attempt at sampling the blood. Normal dna sampling is basically a free and cost effective means of doing this and using this current success rate system means it's more reliable in many cases as well. Naturally though blood samples would have an attatched CL rating so just because a novice bio-eng take draw some blood from a CL75 critter doesn't mean they'll have the skill to extract a sample of dna from it.





Tal-N Chratk
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Wire3k
Mon Dec 22, 2003 11:08 am
#29






GreenStok wrote:
Talt, since the DNA samples that we get now ar similar, they should stack. Storage is a real problem. I have 4 houses now. Their exuse for not stacking them is unacceptable.




Similar isn't good enough - anything that stacks has to be EXACT. What would be nice is a premake option where we could do combines on the DNA itself - to get more DNA, not the template. That would consolidate and possibly preboil down not only the number of samples - but perhaps give us another experimentation/tweaking phase before we get to the template. I could see that possibly having a potential for more than one in a stack - if there was the possibilty of more than one being produced. Even if it just flat averaged out the DNA used and produced a stack of 10 - might be helpful. That's why animals can't - and never will be able to be factory produced - things in factories have to be identical.



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Xanda
Mon Dec 22, 2003 6:10 pm
#30

Lammergeier wrote:






get a vendor. put everything in the stockroom. a vendor takes up 1 object space in a house, and I have over 500 items on a vendor. you can withdraw multiple items from a vendor with <ctrl> or <shift> <select>.






Not a bad solution, but vendor inventory has been a source of discomfort for me when I lost some high pre-patch critters to the vendor bug. All were returned eventually, but I'm not advocating them for storage at this point (though the bug did not affect storeroom items). One other option is the input hopper on your factory (though that's more cumbersome, to be sure).






when sorting DNA, start a crafting session, and sort THERE, rather than in your inventory: selecting a DNA sample shows the 'donor'-type, and depending on your craft-window size, the physique and prowess stats. while still in the crafting session, you can move DNA samples into containers (backpacks or pouches). it's not perfect, but it works better than straight inventory /examines and sorts.






Point here is well-taken here and I see exactly where you're coming from. I think the previous poster was referring to the fact that most of us during long stretches of DNA sampling from critters eventually havea mental conception of which DNA we got in what order. A customer gives us a /tell, and we're thinking, "Ooh..I think I have one more of that gaping spider hunter DNA left for that nice armor and disease!". Rather than popping over a crafting window and clicking on each sample, it would be nice to "roll over" the DNA samples and know from whence it came.


I would add, that I will craft several templates in a row now to get the DNA template I really want. When I look at them in my inventory, the DNA templates themselves are also unlabeled, but this time also lack their end quality (ie, High, AA, etc.). That would be a nice "roll over" feature as well. I don't think that would be hard to code since it's a database query and the code for "roll over" scripts already exists in entirety.




--Xanda
Xanda
Mon Dec 22, 2003 6:22 pm
#31

I applaud the efforts Kel and Talth have made on our behalf. For me, crafting has never been as much fun as it is now. I can't tear away from sampling on Dathomir, and I'm constantly in awe of some of the critters I'm making. The new system is a vast improvement with unparalleled potential.


Still, I was struck a bit off by Kel's response, and I think it's important for me that I comment on how unprofessional it felt. First of all, his response to our concerns from two months ago are just now being posted. Ummm....think October, November, prepatch...but now? What took so long? This response wasn't extraordinarily well-written...it didn't take 3 days to write...it couldn't have interfered with coding...why the silence? It felt like an afterthought and believe me, that negative undercurrent is palpable. To respond to your customers after you make changes is not actually being responsive, it's being defensive.


Prophylactically keeping us updated on what you're doing, where you going, how you're envisioning the profession would take far less time and would be far more helpful than a post-script. Yes, I'm very thankful and happy with the results (though there is still much room for improvement, I'm having a blast), but shame on you for not recognizing or acknowledging us or our correspondent at all. Be wary your language because a lot of the inflammatory comments I'm seeing in response to your indirect post (umm...professional=1st person replies) is due to how you handled our concerns as a collective. Do you really loathe us so much? If so, don't code for us. Find someone who wants to make bioengineer even greater...Or step up and let us know where we are.


Don't hide behind Talthazar and don't ignore us because a patch came through that we really needed. We still need your help to build on what's been done so far. And your head needs to be here, in the game, listening to the voices clamoring for knowledge.


/un-rant




--Xanda
Talthazar
Mon Dec 22, 2003 6:34 pm
#32

Is it me or are they avoiding any responce to the Milk situation?


It's just you Sorry for the panick attack guys, this was just an ommission in the posting and I apologize for missing it.Itwill be fixed in January



Brutir Llecc'Honep
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Craigins
Mon Dec 22, 2003 8:53 pm
#33

if you want an example of a hybridprofession getting what they need:


Terrian nego for combat medics. Shouldn't they be forced to get the novice scout and exploration for their terrian negotiation like everyone else.

As a master doctor with another character, getting novice combat medic + combatmedic branch with terrian nego is less skill points than novice scout with exploration. Why not give BE's mask scent in the sampling skill branch?




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Reasonable1
Mon Dec 22, 2003 9:12 pm
#34

Experimentation success is an average of the two stats ... That is just plain stupid. WHy did he make it more complex than it had to be?


Echinacea wanted to experiment CL up and down, but isn't able to take it down. Here's 2 ways how - experiment in psychology, and use samples from your clone. Both directly decrease CL. I understand his confusion. WHat other profession has to guess how his crafting system works? This whole lack of documentation is due to Keldarin trying to introduce an air of mystery and art into the profession. I assume to make it more interesting than it actually is. I could still find it interesting if it was half as vague and ambiguous as it is now.




Asu Lion
Master BE, Rifleman, Ranger, CH
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Talthazar
Mon Dec 22, 2003 9:35 pm
#35

Experimentation success is an average of the two stats ...


Not sure how you got that, that's not what was posted. Success isnot an average of the stats. Every craft has multiple checks for experimentation. The message displayed is the average of the success or failure result for all the checks. It's not very intuitive, especialy whensometimes the result is at odds with the message displayed, that's why the devs plan on changing this in the future.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Traigus
Mon Dec 22, 2003 9:49 pm
#36

Btw. medic types are not likely to get any kind of survey... no matter how much a lot of us want it (I don't btw).

Technically BE's don't need survey either.

Nor do they need mask scent.

I've made some really nasty Critters outa bol and picket DNA.. both non-aggro.

To get the best DNA off of the biggest stuff. yeah, you may need mask scent... (hell I have it atm, but will sell it off when I master... I don't have the points for it) but no more then a Master Ranger needs a weapon skill to get the most resouces to harvest, or survive after trapping something nasty.

-T



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MissileToad
Mon Dec 22, 2003 11:35 pm
#37

Try not having Mask Scent and making quality critters... not gonna happen. You'll be able to make some decent stuff out piket DNA, but if that's all you have to offer you're extremely limited. To be a BE that CH's want to buy from, you need Mask Scent. Survey is understandable as it promotes cross-profession relations... but no one's going to be able to help you with that DNA. There's much less of an argument as to why a Combat Medic would need terrain negotiation, it's much easier to argue that terrain negotiation does not belong in the CM line as it is to argue that BE's have no need for Mask Scent.



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MasterRondo
Tue Dec 23, 2003 12:21 am
#38

Need to see a response on some odd DNA/Creature combines. Are AR1 types of creatures, as well as the high ham ones, intended for low levels like 9 and 10? Also the goofed special attacks. Unknown attack?


We kinda need to get a dev response soon. Prolly won't happen till after the holidays, but we need stuff answered. Would hate to see the market saturated with potentially a large number of pets that will need to be *fixed*.




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Albion_DeCrappa
Tue Dec 23, 2003 1:02 am
#39

Seafood is the generic category for fish, mollusks and crustation. Molusks, Crustaciansand Fish are all getting fixed and/or improved in the January Publish.


Is it me or are they avoiding any responce to the Milk situation?




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