Bio Engineer Archive
Thread: Bio Engineer Profession: Issues (updated 6/13/05)
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.
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
Message Edited by REALbp1 on 06-22-2005 09:42 AM
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.
Message Edited by BraccusD on 07-19-2005 03:14 PM
Message Edited by Moakie on 07-07-2005 10:14 PM
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
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.
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.