Bio Engineer Archive
Thread: BE Issues First run Please read and provide feedback
Reasonable1 wrote:
My biggest problem with BE this week was the crappy bazaar search engine. I want to search the galaxy for Dathomir Insect, I have to page through 750 organics foods, drill into the insect meat.
How about search by OQ and/or PE?
Agreed, but it's probably not really a BE issue. I do believe there is a General Issues Correspondent and also recall a report recently on general issues in which just this problem was mentioned. I'll look into it.
Also, there's a category on bazaar for pet meds, it just doesn't work.
Now this is a BE issue. Thanks for bringing it up, I'll add it to the list.
i agree with tarnak. items we cant create because the resources dont exist i consider broken.
and as for the BE's being able to use their clones, i think you are referring to my "concerns about DE changes" thread so ill specify some details after having a chance to get some feedback from people...
-i beleive that if DE's are given exclusive control of combat droids, then maybe BE should be given something to help balance, for example +10 or even +5 to pet lvls at master. this would benfit all BE's who are dedicated to the profession and have mastered it and is not unbalanced because we still require CH's to train them -makes sense. even if its just +10 or +5 lvls only for BE cloned creature pets, thats fine with me and makes even more sense.
i agree with everything on the list.
"Not sure I agree. There is no reason not to use the advanced components making pet stims. Either I waste good adv components on vitality packs that gain no benefit from them, or I spend extra time gathering resourcesand makingnormal components, thus creating more work. Having adv components affect vit packs would at least make me feel I'm not wasting them."
You make a good point, but I'm not sure about the "extra time" factor... I make all of my vitality packs with regular components. Generally I just buy a good quantity of cheap water/chemical/flora and stick it in the factory... it runs faster than the advancedcomponents & it takes fewer for the BEC. I'm more than happy to do this, since it saves my precious adv. BEC & LS (3 per on Vit C!) resources, which means more pet stimpacks before I need to collect more advanced resources. I sell about 5-10x more stimpacks than vitality also... I generally do a huge factory run of vit A and vit C when I start getting low (not too often).
I see where you are coming from, just stating my perspective. ![]()
* Cloaning centers for player cities and faction basesshould be Bio-eng craftable items.
*Master Bio-eng cant sample DNA from creatures over CL50? Constant falures.
*Bio-eng should get some kinda tranquilizer they can use to lessen the chance of aggro from sampling live mobs, with decay deaths coming bio-eng is going to be sevearly effected.
fish meat
dantooine fiberplast
AND 3 bec....
what a joke **edit** is up with that?
Change the requirements for the pet stimpack ds or do something as of right now they are a complete waste....I dont think anyone is crazy enough to fish long enough to get enough meat for a crate of ds.
Thanks for taking the lead on this Talthazar ![]()
I know you guys are hurting and have been without a correspondent. Talthazar is it and we're getting to all your stuff ASAP.
Please work with Tal to help us gather this information...as I go through each of the professions, Ill be coming by with questions and find out your opinions and be more involved. I just want to get the process started and in motion at this point.
The max + for bio-eng materials in any tailor item is +25.
Info was OK'd for release to the Tailor Correspondent today (so I'm bringing it to you, dunno if vandessa has posted it up in the tailor forums yet)... anything over +25 is a UI bug and is actually capped at +25.
Wanted you to know before it got buried on several other boards without you seeing it.
-T
Sorry I haven't gotten back to this. After putting this up yersterday I found out the Dath insect meat on Kauri had shifted into some nice quality after several weeks of crap (200 oq and lower:smileysad
I took the opportunity to hunt with some friends and gather up some of the meat. Today hasn't been much better. Been busy here at work so I didn't get much of a chance to check the board. I'm stuck here after-hours baby-sitting a computer that doesn't want to take an XP upgrade, so I'll try to go through the rest of the posts and get up a revised issues list.
Traigus - Thanks for the heads up.
Wayubb went missing around the time the patch went live, so we haven't had a conduit for info like this. I know this is something many BE's have wanted some clarification on.
TH - Thanks for stopping by. I know the BE's here have felt a bit neglected. Nice to see a red name here to know someone at SOE is reading the board. When you get a chance to turn on my Correspondent powers, if you could get me some information on the program and what's currently expected, I'd appreciate it. I know you need BE issues from me, but I see on some of the other boards you've asked Correspondents for a State of the Profession report. Some details on what you need there would be helpful.
Thanks for getting right to work, Talthazar, and congrats on the job! ![]()
Just adding my input on things I'd like to see:
Creature Sedatives -- Either let us craft them or give it Rangers or Scouts as a craftable "trap" item (but not a combat item.) This can be a way to further class interdependencies if needed. Let BEs and CHs use them on mobs to lower agro chances (to me, this is a no-brainer for any animal scientist
).
More Diverse Tissue Selection -- I'd like to see a tissue that appeals to every class. Not every skill, since I think loot is bad enough in this game, and skill tapes are good loot right now, but something that will allow me to sell to every class. And no more tissues that take milk or mollusk! ![]()
DNA Harvesters -- This would be pretty logical. Animal hair, saliva, blood etc all has DNA. Some type of harvester could gather this from particles in the air, soil, water, etc. It would be a crap shoot what you got, but strategic placement could narrow the choices down based on what spawns in the area.
DNA Stacking -- DNA taken from the same mob of the same quality should stack. It would be identical anyway. It might be easier to implement by allowing higher DNA sampling skill get more than one sample at a time. I might not be able to get a stack of 50 DNA, but rather than 50 individual samples, 25 stacks of 2 or 15 stacks of 3 would be nice.
CL appearing on DNA samples -- This would be nice.
These aren't all my issues, but most have been addressed already. Thanks to those who read this. ![]()
While I disagree that we should be able to use the clones we make without any additional skills
Personally, I feel the same way, but as many have pointed out with previous correspondents, this isn't about me. I will however move it out of the issues list and, if there is still any interest, get it in an ideas list when I get a chance. I've seen it in the past, but no one on this post seems to agree so far, perhaps this is a dead issue now.
in the case of DNA I think someone point out that the DNA loses some of the stats from the slots they were plugged into resulting in damage to the dna even though it can be used again.
If you or anyone else can come up with some numbers to prove this it would be helpful. I'll try to do the same myself.
I think the fact we need to work with doctors is intentional, what I'd like to see is a way to return the favour so that we need them and they need us. Medical tissues are a very good idea with maybe the ability to allow a stimpack to also heal a little bit of mind or recover a fractional amount of wounds as well.
I tend to agree here as well. Since it's not something that is a big issue I'll pull it from this list and apply it to a wish list if the interest is enough.
Rather than just asking why also propose an idea, if a live animal gives you proper dna then corpse dna should give you partially damaged dna or maybe you can only sample within 20 seconds of the creature dying so that cellular decay hasnt set in yet. I'm just thining in terms of speed we dont want to ask why we can't do something and then have the devs come back and ask us what we'd like. Ask the question and propose a solution or an idea as well. That means if they disagree then we wasted no time but if they do agree then they can comment on the proposed idea.
Again, I'll move this to a wish list so we can work on the idea.
As for the rest, I've added some of it to the issues list. We can add the rest to the wish list.