Bio Engineer Archive

Thread: Bio-engineer Issues List February

Merlishu
Thu Feb 26, 2004 8:12 am
#27

I would like to add that certain specials on DNA samples (Plague Strike, Poison Spray and Unknown Attack are the ones I've encountered) will not carry over to the final clone. Either remove these from the DNA info, make some indicator that they're invalid for cloned pets, or allow our pets to use these specials.



/lurk
Lyekka
Thu Feb 26, 2004 9:04 am
#28






Drackon41 wrote:

I agree that dna sampling fails way, way to much.


When I fail on vynocks, scavanger rats and the like-mutliple times then that is way to much-and I mean 5 or 6 times in a row.


I talked with a Master BE and he failed twice in a row on Durnis. There is no way a MBE should ever fail like that on a cl10 creature.









I agree completely! The failure rate and the rate at which creatures attack you is WAY to high!


I've been working on DNA IV forever, it is all that is holding me back from Master BE. I have very minimal combat skills, and even trying every trick I've read in these forums, I am attacked about 1 in 4 or 5 times when sampling Bolle Bols. The rate is somewhat less on lower level creatures, but even chubas attack me fairly often. When the larger creatures attack, I have to run away quickly or be stomped into the dirt. This makes the whole process painfully slow.


I think that at the higher levels, we should succeed on about 90-95% of samples, and only be attacked about 1-5% of the time.





Aurorra Lightstar Master Artisan Master BE
A to Z Enterprises -3747 3579 SE of Theed, Naboo Tarquinas
Ranged Weapon Power-Ups, Crafting Tools, Fishing Poles, Vehicles and More! BE Tissues for Clothing available

Lyekka Master Swordsman Ranger
Corellia Lowca
Korlek
Fri Feb 27, 2004 3:34 am
#29

I concur 100% nothing like payiing 15 bucks a mo. to play a beta it seems. Be nice if they leveled out the proffesions a bit and GIVE us what we deserve as MBE's. Amazing how insect humanoids can make better BE creatures than us



-------------------------------------------------------------
Korlek Morgan~
Master BIo-Engineer~
Creature Handler~
Pistoleer~
Leader of the Galactic Mercenary Guild~MERC
Amadein, Corellia
RodianX
Wed Mar 03, 2004 2:05 am
#30

I ama Master Bio-Engineer on the Intrepid server. I have been doing lots of experiments to determine how specials and ranged attacks get transfered from DNA to Template. I beleave that the system is bugged!!!!


I put DNA in the template slots that had:
stun stun stun intimid stun
m.poison m.poison s.poison m.disease m.poison
Y y y y y (for ranged)


what I got was:
nothing
dizzy strike
y (for ranged)


Where the heck did dizzy come from? 4 of 5 of the special attack 2 had poison (either medium or strong)
And what about special attack 1? 4 of 5 had stunning strike for attack1!!!


In another experiment I had all 5 that had ranged attack, but the result was no ranged attack. It took 4 tries to get the ranged attack to transfer with all 5 samples having ranged attacks.


I am a master BE with a Food and Chemical crafting tool +14.88 and a Food and Chem crafting station with a functionality rating of over 32! These are all top of the line outstanding equipment.


I have been in the game since Beta3. Since the launch of SWG I have always been a Bio-Engineer. I am not one of those power gamers that wants instant satisfaction (I didn't grind to get master, I earned it!) But BE is the only profession that doesn't have a clue how to craft their stuff AT ALL!!!! No clue. It appears to be random.


So, in closing... Is there room in SWG for a player like me that just wants to roleplay, be a part of the economy, and be a knowlegeable player in my profession.





Ibakko - Master Bio-Engineer, Master Creature Handler, Intrepid
Aazur - Master Weaponsmith, Master Droid Engineer, Master Shipwright, Intrepid
\\|//
(0-0)
------------------------------------------o00--(_)--00o-----------------
The generation of random numbers is too important to be left to chance
"This e-mail was sent using 100% recycled electrons"




Cindal
Sun Mar 21, 2004 6:04 am
#31

Would you please add "get a developer" to the list? Apparently we have someone who doesn't deserve that particular "role description".



Cin or do you say Sin
~ Master Dancer/Master Bio-Engineer ~
~ Let la lune de miel begin ~
"You know you're loved if you've been *pillow*'ed."

Vinaddar
Mon Apr 05, 2004 6:31 pm
#32

I would like to see the fail rate on DNA Sampling reduced. A Master BE should have figured out how to jab a needle into whatever critter he is trying to sample (within the level cap of course).


Also, Crit Failures should die--and so should their inventor, but that's my opinion.


Vinaddar
terpischore
Fri Apr 09, 2004 11:15 am
#33

I would really like to see the ability to harvest from the creature once it's been sampled. It's a huge waste of resources.
Mapai
Fri Apr 16, 2004 1:05 pm
#34

I want to make birds, peko's, acient flyers, etc, and a nice guide to be ( I know this one is in the works)



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
Rezjudicata
Sat Apr 24, 2004 4:28 pm
#35

The latest info on Bio Engineer in one of the friday features was very helpful, but I still feel some issues in game have not been addressed.


DNA sampling is still hit and miss even with level 4.


Also it would be nice if we could of the option of imputing during the crafting what we are hoping to achieve i.e lvl 10 if the DNA has been sampled from a clone.


bud_bundy001
Sun Apr 25, 2004 1:54 am
#36

wow, i picked up BE for a holo the other day... didn't seem too bad till i tried to sample DNA... well over 200 attempts soo far... 3 successes?.... what do i do? and yes, these are newb critters.



Xite Sora
Master Commando/Teras Kasi Master... dun know anymore... 18 professions later...
Seraphine Sora
Master Architect/Merchant/Fencer
Geico Sora
Master Doctor/Master Carbineer
Eclipse
Senavi
Mon Apr 26, 2004 10:41 am
#37






sumner wrote:





Talthazar wrote:



  • DNA Sampling,Gameplay,Many feel the mind cost for sampling is way too high.

  • DNA Sampling,Gameplay,Failure rate for DNA sampling for low level BE's. Where are we on this? I have not seen a post complaining about this in a while.




Both of these are related, with a hit of 234 to my mind for every attempt at a sample Ioften blow through my 750 mind points before I get a good sample! The sampling failure seems very random too, sometimes I can sample 5-6 creatures in a rowsucessfully, other times I can have 10-15 unsucsessful tries in a row, this doesn't seem to matter if I'm tapping trash outside theed, lesser dewbacks on tat or juvie kilomongas on lok! NowI understand that being a newb is supposed to be hard, but when you have to sample 200-300 creatures to make DNA II these kinds of failure rates are outrageous. I don't know if more xp, less mind costor better chances are the way to go, butI think something needs to be done, this is more tedious than the BHInv line!


I really like BE, I was one last fall but left due to bugs ect, Over the last few published I was reading the updates and decided to try it again, much better, but oh the grind! Also I love the idea of being able to harvest resources from "DNA sampled to death" creatures, but I think in fareness it should be halved from normal, it isn't quite fair that we can stick something a few times, have it fallover and then harvest it. A BE with no combat skills at all could harvest from the highest level creatures in the game, not real fair to the people who put the points into scout/ranger/combat to do the same.







I don't know if this was meant by the original suggestion to allow harvesting from a sampled-to-death creature, but I was under the impression that it was assumed you had harvesting skills to begin with. I support allowing a sampled-to-death creature to be harvested, but not giving BE a harvesting capability (as silly as that may sound). Honestly, the Scout and Ranger professions are some of the most uninteresting, boring and underpowered(IMO) trees in the game towork withand those that do should get *some* kind of uniqueness in return.
ntimpa01
Wed Apr 28, 2004 9:07 am
#38


I just recently became a MBE and hope that my requests/questions don't sound stupid:


Why should Master Doctors be the only ones who can benefit from using a droid with a Food/Chem Station built in?


Why should MBEs and Master CMs have to run and find a Food/Chem Station?


As master BEs and CMs, we should be able to use a droids Food/Chem Station to craft items out in the field just like Master Doctors can. Is that too much to ask for?? I can't really see that being a major programing change. Where's the love?
CrasknSadler
Wed Apr 28, 2004 5:07 pm
#39






ntimpa01 wrote:


I just recently became a MBE and hope that my requests/questions don't sound stupid:


Why should Master Doctors be the only ones who can benefit from using a droid with a Food/Chem Station built in?


Why should MBEs and Master CMs have to run and find a Food/Chem Station?


As master BEs and CMs, we should be able to use a droids Food/Chem Station to craft items out in the field just like Master Doctors can. Is that too much to ask for?? I can't really see that being a major programing change. Where's the love?







Ntimpa- we can and do use droids with stations built in...My humble assistant Igor (a Treadwell- looked like a BE droid-or a tailors!)has storage and a food/chem crafting station..I pull him out to compress DNA when I fill up in the field.






"To a BioEngineer, every world is a salad bar for sampling!" - Crask Killem, MBE/MCH, Bria Server, BoneHunter Inc.


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