Bio Engineer Archive

Thread: Top 5 Input needed.

Scorus
Wed Feb 25, 2004 1:13 am
#27

Don't put anything in the top 5 that you know is already being fixed. Unless you think it needs more than is already being done, of course. This is our one chance every few months to bring things to their attention, let's not use it on things already done.

1) Documentation for BE. Q said they are working on it, it needs to be a major priority.

2) Creature resource availability. They need to at least double the output of creature harvesting, fishing, eggs, shellfish, etc.

3) Edit: Did have xp issues here, but instead I'll agree on the DNA storage problem. There are several good ideas out there to fix it.

4) More tissues. There are tons more skills, defensive if nothing else, that could be put in. A side-issue is that there needs to be more tailor items that our tissues can go into.

5) Let us dna sample fresh kills, the system would work similarly to creature harvesting. You could only do one attempt, you could only do those creatures that you or your party killed, and it would be done in lieu of other resource gathering from that creature.

As I've said before, letting us harvest those killed by dna sampling will not help much. Once you get good at dna sampling you rarely kill your target (though you do get killed by them more often). We need them to increase the overall resource availability so that everybody gets more, not just a handful of characters on each server.

Message Edited by Scorus on 02-24-2004 03:18 PM



Scorus
JediMasterCarlito
Wed Feb 25, 2004 1:16 am
#28


  1. Guide to what slots effect the outcome of a creature.

  2. Harvesting creature resources once done sampling.

  3. Display CL of creature in the DNA template.

  4. More creature skins (and colors too).

  5. DNA template storage.

Regarding #5, perhaps we could have a droidor droid module(hey, class inter-dependency!) especially for BEs that takes DNA "cartridges" (that's basically what they are no?) and only that, allowing us to store 100 cartridges in one module (or stacked modules, like the data module for droids now).





Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

MissileToad
Wed Feb 25, 2004 5:08 am
#29

1 - For the love of Jehova, Challenge Level visible in the crafting process! (he said Jehova! /throw rock)


2-A decrease in Chef additive ingredients. Why in the world does my equivalent to A-1 Steak Sauce take more resources to make than the actual plate of food itself?


3- More schematics, skins specifically.Highly requested are skins for flyers, snakes, and simians. Tailor tissues have a lot of potential from the hundreds of skill mods out there...


4- Control over creature size, another big customer request (tiny kimos, giant vir vurs, etc).


5- BE content! BE-specific quests and unique schematics similar to what is in place for weapon and armor makers.



Bonus question - skill tapes? Everyone but BE's have them .




Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

SilakDar
Wed Feb 25, 2004 5:33 am
#30


[quote]"Pet Slicing". The ability for BE's to "slice" a pet similar to what Smugglers can do for items. I'd be interested to hear if the Dev's think it's a plausable/usable idea. I believe this would help both us and CH's, so it'd be double the payoff for the Dev's.[/quote]


I'd like to expand upon this idea, as I think it's something that has a lot of potential, and development potential for the Crackdown.


- BEs should be able to craft an ingectible steroid that only they can use. The effect of the steroid depends on its type, but you can only apply one steroid, otherwise the pet would feel overloaded. The steroids are: Power Capacity Inducer (dmg), Speed Enhancement (speed), and Broad Power Serum (HAM). Not only would the using of steroids be illegal, but steroids themselves would be contraband.


- Steroids are not a permanent effect, and leave negative symptoms in humans.. they should do the same for pets. Decrease pet vitality number over the lifespan of the steroid. (cannot be repaired by vitality packs until after the steroid has worn out of its system, to prevent exploiting) Pet vitality will never drop to an unmanageable level unless the owner allows multiple steroids with no healing inbetween. If one steroid is stacked upon another without vitality healing, the second steroid will, in effect, work better for a short period of time, but the owner will have to suffer the huge vitality hit as a consequence. Steroids will wear out based on their potency, and should have a timer on your pet's "Examine" option in the datapad. They can be re applied at any time after the previous steroid has left the blood stream.



Probably not gonna happen, but it would be cool.






Tekaos Ator | Structures | Retired Swordsmith - Retired Swordsman |
Vasryn Caodele | Crimson Clutch Officer |
Keeper of Jademoon
Wokka
Wed Feb 25, 2004 5:34 am
#31






meroc wrote:

It may be a bit pedantic, but we would get one resource from a live creature, then one from dead creature, not two from a dead creature. Scouts also get to harvest milk from a live creature, then meat, hide or bone from a dead creature.


Whydiscriminate against BE's just cause we killed something with a needle and not a gun?





Wokka wrote:

Scouts can only gather one resource from a dead critter, why should we get 2?









Still I see a big point of greed here. The resource we get is a dna sample, wasn't it enough that we can get several samples from the same creature? But you did bring up a good point that gives us the existing advantage over other classes.


With your proposal, from ONE creature (not counting if it is dead or alive, lol)a BEwould be able to get the following resources:


1) milk


2) meat


3) 1-5 dna samples (or more?)


Are we going to also ask for a loot drop or maybe the ability to harvest hides and bone too? How much do you think we can get away with?


I think its ludicrous to ask that we get meat harvesting rights along with milk and our dna extraction. Hunting and killing for meat is NOT that difficult, lol and should be a separate process. We're scientists, not barbarians when we're harvesting DNA.


Wokka-wokka




CelicaRitti
Wed Feb 25, 2004 12:13 pm
#32

haha

He said input needed. teheh
Mirrl
Wed Feb 25, 2004 1:33 pm
#33






blazed_fosho wrote:

I would like to point out that when the devs agree with us there is a storage problem, they're not talking bout your difficutly storing DNA. The SWG database simply has no space to support the suggestion listed above. Inventory limits are in place with the explicit intent of preventing the above from happening.


Arimah






Agreed but frankly having every DNA strand unique and non stackable just makes the DB storage issue worse. If I go and collect 100 Bark Mite Burrower DNA samples as thing stand today that requires 100 DB records. If they were all identical for the given time period (As other resources are) and could stack then they would require 1 DB record. Thats the way the system works with other resources. 100K of fove fruit only take up 1 DB record, not 100K records.



From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
LadyMorana
Wed Feb 25, 2004 2:15 pm
#34


1. Losing DNA on Crit Fails! Please let us at least keep the DNA or finished template when we get a crit fail.


2. More physical customization of clones (size, colour, etc.).


3. CL indicator on DNA template. I want to know the CL before the final combine, because itwill impact which skin I use.


4. Storage of DNA (lots of great ideas for this already mentioned).


5. Addition of BE skilltapes and the like.




~~~~~~~~~~~~~~~~~~
Morgaine - Eclipse * Morana - Sunrunner
The dancing shoes have been put away
The pets have all been set free
Apr 03 - Nov 04
RangerGirl
Wed Feb 25, 2004 2:18 pm
#35

#1 Could we get more DNA storage space.


#2 Less critical failures


#3 Why cant we sample over level 75 creatures
cwhippie
Wed Feb 25, 2004 5:02 pm
#36

1) Proper Documentation for BE crafting, this is almost Every BE's primary concern


2) Additional Skins to craft with


3) Colors to stick to our pets once tamed, and perhaps additional colors or patterns that we could add to the skins


4) No Loss of DNA template on Crit failures of Skin/DNA Combine. Having a chance to crit fail on a 4th generation DNA template is something we should live with (after they fix the failure rate), that is a chance we take. But unlike other crafting professions Our final combine isnt a bunch of sub components crafted in a factory. That second chance to Crit Fail and loose all our DNA is to much IMHO, and more importantly it can be fixed without major repurcussions. (and I know what it is to loose a template, I lost7 Bolma(2 Alpha, 1 prime) several War Gronda, and several Kwi plus a few odds and ends the other night to a crit fail on the Template)


5) BE skill tapes etc., As someone said, we are the only profession that doesnt benefit from skill tapes etc, with the exception of possibly movement or mask scent( I dont know if those tapes exist, as I have come acroos only a few tapes at all)



The reason Harvest, after DNA death isnt on my list: Balance. It is rather unbalanced for BE's to be able to solo a lair, get great DNA, and then get all the resources needed from those same mobs. The other day I Solo's a Sharnaff mission on corellia. I had a couple friends and a pet group with me so that I could get the mission, then went out and slowly eleminated each of the sharnaff for purposes of DNA. We all know that harvesting is a slow process, I wasnt keeping track but lets say half an hour later I had a good dozen+ Sharnaff DNA's, 12k, and about 3600 DNA sampling exp. Only once did I have to run for my life. Now if I where able to sample meat too I would have come away with a good 1k stack of meat, is that really balanced when you compare what other professions can do? Most of them would have issues jsut soloing that mission. In short, I dislike not being able to harvest after sampling DNA, but in realityit is for some semblance of balance sake that we cant.




Findywen Tanaburs

Aspiring BE, Eclipse Server
JediNewb
Wed Feb 25, 2004 5:19 pm
#37






MissileToad wrote:

1 - For the love of Jehova, Challenge Level visible in the crafting process! (he said Jehova! /throw rock)







"I'm NOT the Messiah!"

"Only the true Messiah denies his divinity!"
"What?! Well what sort of chance does that give me? Alright, I AM the Messiah!"

"He IS the Messiah!!"


Aneilym
Wed Feb 25, 2004 5:23 pm
#38

1. Info on secret research data.


2. More pets to make


3. I actually can see why the DEVs dont let us harvest pets we sample to death but why not loot them. A lot of Be's use

ranger and such to supplement themselves which means we aren't uber fighters. So we miss out on a lot of loot in

the dungeons becasue we cant kill the beasts ourselves and if you are with a party they just ninja loot everything.


4. Make the colors actually work. I see like Gurreck you can choose a near white color, looks cool i the inventory, but when

its tamed or droped as furniture its not that color. If those colors can't be used then dont list them as choices.


5. Some enhancements for BE's liek clothing and armor tapes. Especially that could raise our sampling level. I've been

working the new Genosian Bio lab, you would think that with that title it would be right up a BE's alley, but the lowest CL

I've found is 106. We cant touch it. I can understand I high failure rate and high rates of aggros to get them (if you want

the good stuff it will hurt) but at least it would allow us more sampling chances. This in conjuntion with item 3 three

would mean the BE's could actually get some of the good loot drops without having to be master TKA or something.



To be or not to be a Jedi, that is the question!!!
Luterin
Wed Feb 25, 2004 5:57 pm
#39

1. Harvest Creatures we sampled to death


2. Sample DNA from dead creatures we have looting rights on.


3. Fix Mutant Rancors. I have no problem with them being hard to approach, but having the faliure rate _that_ high is kinda silly, and also the way they go "fightclub" on eachother is even sillier.


4. Make CL to be more visible in some way. Heck, I can know almost everything about my pet when doing experimenting, everything except CL which is really needed to be madeclearer.


5. Fishing still blows chunks!



Master Bio-Engineer
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