Bio Engineer Archive

Thread: 19 answers

Morthon
Thu Apr 22, 2004 4:54 pm
#40


Great post, and I love finally getting answers to a lot of basic issues, but there are two things that trouble me a bit. I have listed them and tried to offer some ideas also.


First tailors. They want to fix itso clothes, and one would assume anything with a condition rating, so it will decay to 0/0 and be unequipable. That would mean that skill attachments, bioclothes, Aa'kuan rings and an bunch of other things would now be options only for the super rich in the game. I can see how tailors would like this but I think it would be negative for 90% of the players in the game and yet another way to make the game harder for new players.


With merchants they want to fix it so people who drop merchant skill can not keep their vendors. Logical yes, and once again I can see why merchants would like this, but what would it do to the game? I would guess that more than 50% of the vendors ingame now are owned by non-merchants. Thischangewould eliminate competition and drive prices up. This also seems to be a perfect way to make people buy two or moreaccounts, and essentially punish those who cant. With the current storage limits,I would be forced to destroy everything I looted or stand around and spam to sell it before I could hunt again. I would effectively be a merchant every time I looted something. As I hate spamming and love hunting Im faced with the choice of making my one character useless for hunting and/or pvp, orhavinghunting itselfbe pointless? Not everything logical is good.


As couple proposals, I would suggest that they keep a few items like ubese shirts, belts etc as non-decaying items, and make some similar items for tailors. Then recode be enhancements to decay over time, say 90days, then you need the be part re-enhanced. This would give both tailors and BE's repeat business without hurting players to they extent a 100% decay on all items would. Right now I only use +1 sea's but if I ever loot a good one that my character can use I would really hate to see it decay and be gone in a short period of time.


For merchants I would suggest making merchant deeds, franchises if you will. A master, or whatever level, merchant could produce a deed that a non merchant player could then use to place a vendor in their house. These vendors would then pay a "franchise" fee to the creator, perhaps with an option of a fee per month or a percentage of items sold. You could then scale the vendor fees, which would still need to be paid buy the home owner, to the price of goods sold to avoid excessive use of vendors for storage. That fee would be completely waved if the vendor was being operated by a player with appropriate merchant skill.


Im all for fixing bugs, but lets remember this game is supposed to be fun for all. So I hope fixes will look at the effect on the population as a whole and not just the one profession.



*****************************************************************************


Dont bother looking for my Epeen, wife got it in the divorce....
Naufragus
Thu Apr 22, 2004 4:55 pm
#41






boceifus2000 wrote:




They don't contradict each other. One is about crafting stations and one is about droids.





actually i figured that out but because this is a dev thread we cant edit...still these 19 questions are IMO about as usful as the Weekly Roundtable discussion


Regardless...


So basically using a droid as a crafting station is BAD? DE's will love to have that become widely known


he failed to really answer the archtiect s question... what our question really was was what is the quantitative difference between say a 19% crafting station and a 43% crafting station... how exactly does a higher rated station effect experimentation and assembly?(many of us have experimented and have found no difference between droids and various levels of crafting stations..basically crafting stations have 0 effect on crafting)


It would also be nice if tools where quanitfied...a 10% tool is supposadly better than a 5% tool...but how?
Squidd
Thu Apr 22, 2004 5:01 pm
#42






Thunderheart wrote:






LadyLeala wrote:


DOES THE QUALITY OF THE ACTUAL CRAFTING STATION MODULE MAKE ANY DIFFERENCE ON THE CRAFTING PROCESS?

Can you please clarify that just a tad? Thanks very much!




Nope. It neither adds nor subtracts from the process.








So crafting with a dedicated non-droid private crafting station (assuming it doesn't have a negative modifier) will always be superior to crafting with a crafting module in a droid?


If the quality of the droid's crafting module has no impact on anything, is there any point to making an attempt to use quality materials or experimention the product?

Zip_Moonblast
Thu Apr 22, 2004 5:16 pm
#43

TH,


The issue that bio-engineers have with the current implementation, I believe, is not so much the presence of nonlinear progressions and other coding that gives us "the thrill of discovery". Most of us are fine with, or even relish, that aspect.


The issue is that the moment of "whaddya know, I ended up with ____" comes TOO LATE in the process for us to be economically viable in the larger game. Not knowing if a pet is going to be valid until AFTER THE SALE means that once a customer is burned by buying an invalid pet, they won't buy any more after that.


So if to our question of "when will you tell us the formula for CL," your answer is "we won't," then our next question is, "when will the code be fixed so that the CL WE SEE is always the CL that the CUSTOMER GETS?"


WarFerret
Thu Apr 22, 2004 5:18 pm
#44

So is using a droid equivalent to using a crafting station of quality 0 ?


Or is there a point above 0 that equates to a neutral quality ?


Would it not follow that using a crafting station instead of a droid would give you far superior results? (cause if it's supposed to I'm buggered if I've ever noticed any real difference between the quality of the droid crafting module and the quality I get from a +43.5 crafting station, even with a +15.00 tool).



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
ThorsAnvil
Thu Apr 22, 2004 5:19 pm
#45






Thunderheart wrote:





LeBob wrote:
thanks TH

I won't nag you about these anymore



LOL - Thanks Bob









But I will NAG!!!




NAG NAG NAG



how about moving up the JEDI question since you short changed the musicians post by repeating the entertainer line, and the entertainers got a hey its comming but only for the elite.



so really dancers got 2 answered



NAG NAG





Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
WarFerret
Thu Apr 22, 2004 5:22 pm
#46


Do we have a question that's going to be answered in next week's "19 answers" thread ?


Edit: Personally I would like to know why they feel we have to have lots of largely identical attacksand lots of largely identical weapons.


Either that or whether theyrealise that bleeds are now redundant and if they're planning on rectifying that at any point.

Message Edited by WarFerret on 04-23-2004 01:52 AM



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
KzinKiller
Thu Apr 22, 2004 5:27 pm
#47

Great concept. Like all great concepts, it's only as good as its exec




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
WillburWright
Thu Apr 22, 2004 5:33 pm
#48

So I will lost my Rebel Endor helmet @ 0/100 forever....

JimmytheBarrel
Thu Apr 22, 2004 5:36 pm
#49

We apprciate ya TH. This is a great way to keep things fair and answer some of them questions we all have. Its a great way to disseminate some information about things to come.


Thank you.



Huggybear Jackson
KzinKiller
Thu Apr 22, 2004 5:46 pm
#50



You have just GOT to hate this forum ... posted when I didn't want to, won't let me edit it .....


Once again, after many unprintable things said and thought about the designers of this forum software ...




Armorsmith: Will factional armor ever be craftable and if so, how will it be implemented?



This is definitely something we would like to add to the game. Planning for the GCW starts in mid to late June and we’ll be discussing all the possibilities for this at that time.




Equivocal. A yes/no and how question does not ask 'would you like to do it'.



Artisan: Will you give Master Artisans an increase in Survey range, such as 512m?



Probably not. The reason why we wouldn't increase the range or it would be difficult to increase the range is because the information isn’t available at that range.




Clear.



Bio-Engineer: When will we get more documentation of the cloning system and if we can't get it, why? Every other craft able item in the game with experimentation lists percentages of what stat affects the final product. Even the most basic documentation is lacking from cloning like aggressiveness of skins, and minimum CL. The larger percentage of BE's that do not read these boards have no access to this information.


Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in-the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.



Vague and Equivocal. If biology was a form of shamanism this answer would make sense. Definitely doesn't answer the question.





Chef: All dev communication I've been able to find regarding digestion (including the publish 6 patch notes) has indicated 30m to go from 100 units to 0. Pretty extensive player testing shows that this is not what's happening, the actual time (on both Live and Test) is around 45m (give or take a couple minutes). Is this actually a bug, or was there an undocumented design change?



This is a bug that was reported by players and is currently being looked at by the programming team.




Clear.



Core Systems: Are there any plans to increase the "Star Wars" feeling in SWG by redesigning the current language systems to be more useful? This would allow droids like protocol droids to actually do something worth while, as well as give more useful skills to some professions like smugglers (underworld).



There are no plans to address this currently. That is not to say we wont do that in the future, but the team is focused on more sweeping issues such as the Jedi Revamp, Smuggler Revamp, Combat Balance, Space, mini-publish and content mini-publish. There is a goal to improve the use of languages in the underworld smuggling skill tree with the revamp, but it’s more focused on the criminal and roguish elements rather than the more typical species languages.




Clear.



Dancer: Any plans on giving the male dancers some attention such as some outfits for men and some dances or flourishes with a more masculine flavor? (new: they want to know about a buffed Loot wear item now too, Males can't use the Jabba Dancer Reward leotard)



A male wearable similar to the Exquisite Leotard (Jabba's Theme Park reward) will soon be added to the reward table for that particular mission.




Clear.



Doctor: When/how will the fake bank tipping problems be addressed?



Very soon - - it was pushed to laceName>TestlaceName> laceType>CenterlaceType> today. The team is working on it currently.




Clear.



Droid Engineer: What are the design rules/principles that DEs will need to adhere to when making proposals for DL20+ (Droid Commander) suggestions? Many want to help work up this system prior to Space so we have it fully tweaked and ready to go.



This is a tall order for a list of single questions, but it is a great idea. I will work with the dev team to establish some submission guidelines and get them to the correspondent.



Equivocal



Entertainer: We have heard that there is new music and dances in the works. Is it possible to get an ETA on when we will expect this? Are there any other non-specific details you can give us, such as how many new music and dances are coming, or whether they will go to the entertainer or the elite skill trees?



You can expect this in the Adventure Zone mini-publish for 9. The first set of new dances/music will probably be for the elite classes only.



Clear



Image Designer: Are there plans for our missing abilities to be made available? Bald, eye shape, male zabrak/twi'lek freckles.



Yes. This should all be part of the upcoming ID mini publish.




Clear.



Medic: What are higher rated crafting stations and tools supposed to do for you, exactly? (Assuming they are even working, of course.) and how do droid crafting stations relate to the standalone stations, since we cannot see any kind of rating numbers on droids?



The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. As far as the droid itself, it has a neutral relationship (does not effect) on the crafting process.




Vague. Again, 'influence' is not exact in any way.



Merchant: Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?



It was never intended for players to be able to keep and manage vendors after surrendering the Management skill boxes used to acquire them. This is scheduled to be fixed in a future publish and we want to upgrade vendors also, but it’s a bit early to start talking about that.




Clear



Musician: Can you at least give us some general timeframe for the arrival of new songs? 3 months, 6 months, a year, 18 months, an expansion pack, or (shudder) not until the Space Expansion?


Musicians will be getting a new song in the Mini-Publish adventure zone for Pub 9.





Clear



Player Associations: When will PAs be scheduled some development time?



As soon as I can manage it. I’ve been pushing hard to see some changes here, but it will most likely be a little bit before we can address some of these items. If I get an opportunity though, I will take it. My goal is to make sure that PA’s have the potential to play a stronger role in the GCW and maybe we can address some other issues at that time also.




Vague



Politician: To what degree do the devs want to involve cities in the factions and the GCW? Surface stuff like placement of Rebel and Imperial Banners, slightly more involvement might be on the level of allowing faction cities to pool faction points for citizens, or complete integration with the GCW including possibly attackable city facilities and substantial motivation for players to want to declare their cities to one faction or the other??



We want to involve cities in the GCW a great deal. There is a lot of opportunity, but it’s a challenging task with a lot of details to consider. To accomplish this, I’ve been working with the Politician Correspondent, Bajeezus on putting together a list of player proposals to work with the devs on. Since Baj is stepping down to turn his attention to his family and lil’ Baj that’s being delivered by the stork soon, it is a key issue that I’ll be looking for in the new correspondent.




Equivocal. Avoid at all costs answers that include the phrases "we want to" and "we'd like to" ... players only interpret this as "not in your lifetime." Either you know how and when it will happen, or you don't. Don't be afraid to say you don't, or don't pick questions you can't answer.



Tailor: In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it.



This issue is particularly problematic because completely decayed items not only are equippable but also still grant full bonuses from bioengineered panels or from skill tapes when equipped. In addition, there is a concern that if items become unequippable at 0/0, people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0.



The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.



I’ve been pushing on this issue and it’s currently scheduled to be fixed in Publish 10.




Clear



Will we be able to test the new Jedi stuff coming out in publish 9 or if we will be left in the dark to discover for ourselves (and effectively not be able to test it because of that). Meaning: will we be pointed in the right direction to start the path and begin testing of these next two critical Jedi publishes?



We are talking about this internally right now. We’re hoping to make a fun event out of it on TC2 (so as not to bring down madness onto TC ). As I get more details, I’ll announce it.




Equivocal



Weaponsmith: When do you plan for the "Weapon Rebalance of January" patch to go in and can you give us more details about what this patch will include?



I’ve been pushing hard to get the Combat Balance back on the schedule and everyone agrees that its high priority so we are talking about how we can best accomplish this. We're in the planning stages now and should see these changes before the GCW revamp. I want to help set expectations as best I can here. At this early stage, I would make the following comments:



- The biggest change in the Combat Balance that will be a "sensation", and by that I mean something that players will consciously "feel" is the HAM rebalance. That will have the biggest effect on game play.



- The next biggest change in the Combat Balance will be the data tables. The data tables are all the combat stats; weapon variables, armor variables, speed ratings, etc. We'll balance these things so that the game is a challenge and fun, but these changes won’t be obvious to anyone who isn't a number cruncher.



- Specials. The team will be assessing all the combat specials and working to tweak and balance them so they are fun and useful.


Equivocal


10 clear, 9 vague or equivocal, grades out at just over 50% ... which I don't consider bad for a first try. But certainly room for improvement.








*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
SDNugent
Thu Apr 22, 2004 5:48 pm
#51

It seems that if the combat rebalance is in the "planning stages" now then someone needs to be fired. This has been openly discussed by the Devs and has been anticipated for two different releases. If I told my boss that a piece of code I was working on was ready enough to talk to customers about then decided not to give them. It had better be past the planning stages.
Lonkley
Thu Apr 22, 2004 5:53 pm
#52






KStarfire wrote:
Crafting Station: Crafted by Architect - a work station found inside a home or building. Required for higher level item crafting

The effectiveness rating on crafting stations influences the chance of success or failure during the assembly and experimentation stages

Crafting Tool: Crafted by Artisans - a toolkit carried in Players pack for crafting

The effectiveness rating on crafting tools influences the chance of success or failure during the assembly and experimentation stages

Crafting Module: Crafted by Droid Engineers - module added into the droids to allow crafting items

Stats of the module have NO EFFECT on the crafted item

Since you already have to use a toolkit/crafting tool to make the item, you only get the benefits of the Crafting Tool stats.

Hope that clarifies things.

KStarfire






except there have been tests with high grade architect stations vs droid stations and the differences have come out inconsequential over a couple hundred of the same item.


So it makes me wonder if the formula used while a droid is involved is the same formula as while a station is involved.


After all if you dont include the station portion checkfrom the formula, that could be different than the Droid=0%, and would make sense based on the previous tests.







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There is a special place in hell for necro posters
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