Bio Engineer Archive

Thread: Bio Engineer Profession: Issues (updated 6/13/05)

lammergeier
Tue Jun 21, 2005 8:33 am
#27



Maisland wrote:

lammergeier wrote:
Bio Engineer Issues (post CU):
DNA
sampling is overly dangerous (based on CL) and increases in danger with increased skills
invalid stats on DNA
sorting

So what this means is that the danger element has reveresed from before? It seems to me that pre-CU the creatures I sampled from were less likely to agro unless they broke my Mask Scent... with the exception of things that I barely had the skill to Sample from.

I experienced this issue with Sampling DNA the other day. Pre-CU I had a 3/2/4/2 BE... I used my respecs to get Master BE. I figured that I should be better able to Sample as a Master than I had been previously with DNA Sampling 4. My character is now: Master BE/Master CH/Novice Sword with 3 points left over. This gives me a CL of 58. I was out doing faction missions with a friend the other day and there was a Giant Borgle lair near one of our targets, so I decided to stop and grab some DNA... and the thing agroed on me instantly and I had to kill it. This is extremely agravting... if I can't even Sample from a Giant Borgle without it agroing on me, how am I ever supposed to get DNA from any real tough creatures (such as Rancors)?






the problem is this:

at novice BioE, you have several sample results:

success
fail
fail, and creature dies

as you go up the DNA skill tree, you add:

fail, and creature aggros

as skill increases, 'fail, and the creature dies' becomes less common, and 'fail, and creature aggros' becomes more common.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
REALbp1
Tue Jun 21, 2005 11:45 am
#28








Maisland wrote:




lammergeier wrote:
Bio Engineer Issues (post CU):
DNA
sampling is overly dangerous (based on CL) and increases in danger with increased skills
invalid stats on DNA
sorting



So what this means is that the danger element has reveresed from before? It seems to me that pre-CU the creatures I sampled from were less likely to agro unless they broke my Mask Scent... with the exception of things that I barely had the skill to Sample from.


I experienced this issue with Sampling DNA the other day. Pre-CU I had a 3/2/4/2 BE... I used my respecs to get Master BE. I figured that I should be better able to Sample as a Master than I had been previously with DNA Sampling 4. My character is now: Master BE/Master CH/Novice Sword with 3 points left over. This gives me a CL of 58. I was out doing faction missions with a friend the other day and there was a Giant Borgle lair near one of our targets, so I decided to stop and grab some DNA... and the thing agroed on me instantly and I had to kill it. This is extremely agravting... if I can't even Sample from a Giant Borgle without it agroing on me, how am I ever supposed to get DNA from any real tough creatures (such as Rancors)?






I have no problem sampling DNA with my mask scent and some maskscent BE clothes. No probelm what so ever. I would say that I fail a mask scent check 1 out of every 5 tries.


Maybe, had you ran the borgle and not killed it, you could have walked right back up to it. That's what Ido. When I want something's DNA, and it agroes, I don't kill it....I try again.


Maybe you shuld go out, make 10 attempts, and tell us how it wroked out.

Message Edited by REALbp1 on 06-21-2005 12:48 PM



Ijiamee - Lowca

MCH / MBE / Novice Rifleman
Modru
Wed Jun 22, 2005 12:34 am
#29

Using my Mask Scent I am able to sample DNA from any creature level 73 or below, when a creature does aggro me, i burst run away, wait a few and try again. I have had to kill creatures only a few times (Thankfully).



Modru--Elder Ranger/Bio-Engineer/Rifleman/Pistoleer
Vidron--Elder Tera Kasi/Swordsman/Doc

HAVOC
Vendor at (917,1083) Naboo

REALbp1
Wed Jun 22, 2005 9:41 am
#30


Yea, I really enjoy sampling and making pets too.


If I am using a pet as a safety net while sampling, I keep it a ways away from the lair, so that if I get agro, I have to actually run towards it. As I'm running toward my pet I'll tell it to attack and it will rush in and take the agro. But to begin, i make sure it's far enough away that me being attacked doesn't set it off.


Check out the Narglatch Cave near Moenia, if you've never been. Lots of low-leveled elite Nargs with 1000 Hardiness. They are only level 26 and below too, so not much of a hassle if you get agro.


Good luck


Message Edited by REALbp1 on 06-22-2005 09:42 AM



Ijiamee - Lowca

MCH / MBE / Novice Rifleman
Ciridian
Thu Jun 23, 2005 9:32 am
#31

Another issue with pets I haven't seen mentioned (at least with the vehemence I and my groupmates have) is the size problem with higher tier pets. They're big. Friggin insanely big. I can't see the bloody target, put it away and call out your gaping spider hunter big. Some degree of control over size would be a godsend, perhaps during the secondary phase (meat+grain+DNA Template combining phase). Of course within reason, perhaps a min and max size per "skin".



Ciridian Odama - Master Bioengineer, Master Creature Handler, Chilastra
Gwaroo - Master Creature Handler, Master Veterinarian, Chilastra
Tarec Sun - Master Smuggler, Master Pistoleer, Chilastra - Retired, account cancelled.
Cindal
Mon Jul 04, 2005 9:51 am
#32






Ciridian wrote:
Another issue with pets I haven't seen mentioned (at least with the vehemence I and my groupmates have) is the size problem with higher tier pets. They're big. Friggin insanely big. I can't see the bloody target, put it away and call out your gaping spider hunter big. Some degree of control over size would be a godsend, perhaps during the secondary phase (meat+grain+DNA Template combining phase). Of course within reason, perhaps a min and max size per "skin".




Add a stunt growth option similar to the one found on thegiant carrion spat as CHs have reported problems with BE crafted mounts loosing their saddles as they continue to grow.


While some CHs love the huge BE pets many do not and they are burdensome as stated by Ciridian when trying to see past them.Many groups do not wantthe CHto bring out these behemoths when hunting. This not only adds another spike in the BE pet coffin but also prohibits a CH from participating in a group.


This would be a marketable option were it under the BEs control.





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."

OddWan
Tue Jul 05, 2005 8:48 am
#33

The stunt growth option would be the answer to ALL the cl=size problem at the moment. As you rightly said - CH are not welcome in group or dungeons and caves with huge pets. And yet many of us would love to have the level 70 pets that you (and my alt) can make. I would suggest that BE pet grows to wild size by default (as they used to do in the past) but that the BE can program in a 25% smaller or larger option for when they are tamed. This would mean the CH can get the pet they want and can use - and have the option to grow it to size they want. This would also be the answer to the dreadful unmountable level 10's! My alt is tired of giving dwarf level 10 banthas away to noobs.




<=/=\=l ~ OddWan ~ l=/=\=>

<=/=\=l ~ Female Dosh ~ Master ch/tk ~ l=/=\=>

<=/=\=l ~ Oddi Mosse ~ l=/=\=>

<=l ~ Master ch/be ~ l=>

~*~
BraccusD
Tue Jul 05, 2005 10:22 am
#34

Add the latest issue.... Ranged: No on samples from creatures that are ranged and gave ranged samples prior to the recent hotfixes. There's also a downgrade in the courage, dependability,and fierceness stats. See the thread below on courage nerf for more info.

Message Edited by BraccusD on 07-19-2005 03:14 PM



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Moakie
Thu Jul 07, 2005 10:01 pm
#35

Hey I sampled a BE pet I just made, first sample from it. It failed, said I didn't get a viable sample. But the pet disappeared!! Is this normal? Makes me mad that bad luck means I lost a good pet that I wasn't going to trash, just wanted 1 sample.
Ok, I just had it fail 2 times in a row on a new BE pet and it didn't destroy it. THIS IS A BUG. Now if it's the old bug of stuff randomly disappear and reappearing after server reset I don't know. will comment if it reappears.

Message Edited by Moakie on 07-07-2005 10:14 PM



-= I'd rather be riding my motorcycle =-
Kaomond
Thu Jul 07, 2005 11:08 pm
#36






Moakie wrote:

Hey I sampled a BE pet I just made, first sample from it. It failed, said I didn't get a viable sample. But the pet disappeared!! Is this normal? Makes me mad that bad luck means I lost a good pet that I wasn't going to trash, just wanted 1 sample.
Ok, I just had it fail 2 times in a row on a new BE pet and it didn't destroy it. THIS IS A BUG. Now if it's the old bug of stuff randomly disappear and reappearing after server reset I don't know. will comment if it reappears.

Message Edited by Moakie on 07-07-2005 10:14 PM





No it's not a bug, it is normal, it's always been the same, you have a chance for the pet to be destroyed every time you fail.




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Moakie
Fri Jul 08, 2005 2:14 am
#37

butttt.. I had it pass once, and the pet disappeared!.





-= I'd rather be riding my motorcycle =-
Cindal
Fri Jul 08, 2005 4:19 am
#38

The sample rate from pet deeds used to be better pre-CU. Post-CU I have never managed to get more than one sample and the pet "died" (disappeared) after the first attempt no matter if I succeeded or failed.


Working as intended??? I hope not as this adds yet another nail in the BE coffin.





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."

SioBabble
Fri Jul 08, 2005 11:23 am
#39






Cindal wrote:

The sample rate from pet deeds used to be better pre-CU. Post-CU I have never managed to get more than one sample and the pet "died" (disappeared) after the first attempt no matter if I succeeded or failed.


Working as intended??? I hope not as this adds yet another nail in the BE coffin.








Cin, look at it this way...


BE and AS are probably the two most complicated, intricate, and difficult to truly master crafting professions out there. They provide a true intellectual challenge to a player to figure out how to get the very best product at the end of the crafting process. Zanti is an MBE and has been for six months, but he is an utter n00b at making a really great pet. He's been lucky with some recipies making level 10 critters pre CU, but because BE is basically in his template to supply the Chef side, which is his primary reason to exist (in support of the Player Association) he's never really given it his complete attention. Too busy with gathering resources for another crafting profession to spend a lot of time finding the right DNA, especially when the that effort is subject to nullification via the nerf bat or a dev mistake in any given publish.


But consider that these two professions are probably the most complicated for a dev to work on. So many ways to mess up the code and break them. I'm sure that the devs imported from the accursed elf game can't handle the intricacy required. Given the general directionof the philosophy of the game from the CU on, both of these professions are "too hard" for the elf game imports.


Also consider that mobs in general, and creatures in particular, were far more complex and varied in the pre CU environment. The consider level ofa creature used to be based on its inherent caracteristics. Now it's based on the combat level of the player that is considering. Not on the weapon equipped, or the damage dealing ability of the group the player is in (which would include other players and pets in the pre-CU environment). Opponents of players are "angry bags" now, which are structured entirely around the player's level. This leaves BEs totally out in the cold. DNA sampling was heavily tied to the old "virtual reality" idea that creatures were dangerous because of their own inate characteristics. Now that's unimportant; a mission lair level 80 lesser plains bol has the same chance of killing you as a mission lair level 80 voritor. It's just a different skin on an "angry bag". This one philosophical change has made BE pet creation superfluous to the combat system, instead of an integrated part of it.


So, yes, it's another nail in the BE coffin. In the CU, BEs are unwanted and unnecessary for the most part, at least as far as pets are concerned. Well, CHs are too, as the most recent round of nerfs and the pointed ignoring of the CH top five issues attests. Tailor tissues are borked, there's no resolution of that issue in sight, and chef was severely nerfed in the CU so that even BE chef tissues while not broken are no longer as desirable out at the end user level. Couple this with the BE's "gift" of the CU, the aquisition of medical crafting that is more of a curse than a gift given the restructuring of med enhancers to be usless based on cost/benefit ratio, and you can see the handwriting on the wall.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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