Bio Engineer Archive

Thread: Cloning Bugs, Problems, and Suggestions

Tevys
Wed Sep 10, 2003 4:52 am
#40

Also, having more of a description for the tissue items would help.. instead of it just saying "Bio-Strength Formula" maybe have a discription of the type of stuff it is used for and what profession can use it. I have to go to off websites to find out this information. And even then, i have only found what items can be used by a chef and what by a tailor, but i have no idea what skill level. do you have to be a master to use BE stuff? Or can any novice use it? There should be some basic information about it in the description so we have an idea while in game. The Vitality pack is a good example of an item having a good description.



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Tevys
Wed Sep 10, 2003 5:00 am
#41

Also, having more of a description for the tissue items would help.. instead of it just saying "Bio-Strength Formula" maybe have a discription of the type of stuff it is used for and what profession can use it. I have to go to off websites to find out this information. And even then, i have only found what items can be used by a chef and what by a tailor, but i have no idea what skill level. do you have to be a master to use BE stuff? Or can any novice use it? There should be some basic information about it in the description so we have an idea while in game. The Vitality pack is a good example of an item having a good description.



v Tevys Archtov Moonbutter v
v Moonbutter's House of Interior Design - Near Mos Entha 1781 4089
v Intrepid Real Estate - www.tevys.com - Fully Furnished Houses For Sale
=================================================================
v myspace.com/TheDrunkenZabrakChick

-=Star Wars Costume Museum=- 1852 4067 Mos Entha, Tatooine
XackAttacK
Wed Sep 10, 2003 2:24 pm
#42

Make CL's adjustable on pets - such as allowing a Rancor at level 50 to be at level 40 so that there can be other pets at level 30 (such as the graul) to be able to be called.

Throndo
Wed Sep 10, 2003 4:54 pm
#43

Every clone takes a # of meat, but what happens when you have a stack of meat below the minimum? It become a distroy sell or store issue.


Invent a blender that we can put our 14 and12 meat samples and create a SPAM, all spam have the same attributes no matter what meat is put in. this would cut down on the number of low number samples hanging around our packs and house. Plus scouts could put in their meats and save on bazaar space. It especially become burdensome when we hunt on several planets and have tons of low count meats, hides, and bones.


Have it where if you have 20 spam and 10 herbivore meat you can make 30 spam. With spam being able to be use as a substitute for any meat requirment but produces a very low quality when used. OQ 0; flavor 0; decay resistence 0, Potential energy 0, YA know, SPAM

GreenStok
Thu Sep 11, 2003 7:00 am
#44

Let me add a few.


1. Pets are extreemely expensive to heal. Offer a pets that has fewer HAM but takes less damage.


2. The feedback information while building a pet defies logic. IE. at one point it mentions dexterity before you start but not later. Why would you mention before you start and then drop it. Prowess is mentioned during experimentation, but not on the DNA sample or on the created pet.


3. Most of our pets have no usable uniqueness. The Kaduu for example, it is lower in every stat than another creature to the same customer. Who would want it?


4. For a non creature handler... They usually want a pet that they can use as a tank, high HAM, armor, resistances... The pets that are the highest HAM, CL 15 or less, we have 3, theyare slow, noisy, no armor andlow in HAM.


5. For the dog people who don't like cats.. There is interest in a Pit Bull for a tank. It would have to be fast, tough and powerful.


6. the BE pets should have a lower CL level than the counter part in the wild. SOE needs to increase the wild CL's by at least 5.


7. CH's are selling non CH pets for 15k. We do not have a non CH pet that will sell for 5k. Ch's are not available for taming because they are on a different planet gathering pets. In Theed, it is rare to find a master CH, very rare. They come in to town, sell some pets and leave.


8. We go out in the wild and spend 2 meditate sessions and spend time to gather enough DNA to make a non CH pet. I sell the pet for 2k, then a CH makes 500 credits for teaching it 2 tricks.


9. The CH can tame a pet in 30 seconds. We can not gather the DNA and make a pet in the same time.


10. A CH, walkes 50m out of town,tames a pet, teaches it commands and is done in 5 minutes. For this he gets 110 exp for the taming and for each trick so he gets like 1000 exp. In those same 5 minutes we gaher part of the DNA and are now ready to sit and gather mind to get the rest, and get no exp at all once sampling is filled. After another 10 minutes, I am now ready to run back to town, sit in front of a crafting machine and combine the 5 dna samples that are not very good since I did not cull them. I experiment to increase the quality, I get no exp for that, and get a DNA record. I then wait one minute for the DNA record to get done. Now I combine 130 components that can easily be found on the bazaar for 500 credits. Icombine and have a great success on the first combine. Then I experiment and have an amazing success. Wow, I just got 300 exp. Now if I find a buyer, I can sell this for 2000 credits. hehe, is this class balancing?




______________________________
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GreenStok, Master Bio Engineer, proprieter of Green Acres
Shop on Lowca server, Naboo, Theed
/waypoint -5430 3417
Also on Dantooine -595 2891
BravoL
Thu Sep 11, 2003 7:13 am
#45

Am I the only one who noticed that a vitality pack A with difficulty 28 (28!!!!!) gives you just 80 crafting point while a creature with difficulty 20 o 22 gives you 200 crafting point?


Or that every tissue item gives you 100 points without caring whixh items it is?


One more question...Will we ever have all those bugs i could read in these pages FIXED ????




Frederick Bra'Vol
Silver Arrow Force Guild Master
BloodFin - Corellia - Coronet
Jedi Initiate since 23/05/2004

Mattakar
Thu Sep 11, 2003 11:51 am
#46

BE Cloning game plan:


1) Add lots of more creatures. This is how you should decide what recipes to give us:


A) If it is not the best a creature of that CL range can be, don't bother. No one will buy it. By CL range, I mean it has to coincide with what CH taming/training levels are. A CL 16 pet is worthless, because It is too high for novice and non CH, and a CH's next training level is 25. So, the ranges to conside are: 13-15, 20-25, 30-35, 40-50. I wish there were more options, but every CH would rather have 1 uber creature out than 2 weak ones. Kusaks (16)would be much more in demand at level 35 training if people wanted to run 2 of them - but why when the level 33-35 creatures are so sweet?


B) You should offer at least one of each style of creature at each of those 4 break points. That would be Spider, Insect, Dog, Cat, Bird, Lizard, Biped, Oxen, Snake. then add one or two cool looking things for each level, likethe Faamba, Torton, Peko, etc. Then have about 15 good looking or pretty CL15 and lower non agro for non -ch's. I figure there should be about 80 total recipes, which should be broken into 4 groups in our recipe list (<15CL, 16-25CL, 26-35 CL, 36-50 CL).


2) Fix cloning experimentation.


3) Make all creatures wemaketamable


4) Give us a way to use "advanced components" in our crafting to make better clones. I see three good ways of doing this.


A) Bioengineered meat and flora - this would let us make more perfect meats to use in our creature crafting. This shouldNOT circumvent our needing harvested meat, because that cuts scouts and rangers from teh economy,and that would be bad. Instead, we would have recipes where by we would mixmeat with specific resources (Meat+radioactive +reactive gas)or possibly 3 specific meats (Carnivore, Reptile, Avian for instance)to get BE meat, which would have +200 to all stats + the average of the meats used to make it, plus experiementing. this would then go into the "meat socket" normally, but now with stats as high as 1400 or so, which would work with the normal crafting system to make better creatures without any recoding. Make each craft create 100 of the BE meat, which would then require like 200 -300 resources to make (for instance, 75 Reptile, 75 Carnivore, 75 Avian = 100 BE meat). A similar system for flora, maybe with higher imputs since flora is easier to get.


B) DNA template enhancements - These would work just like repair tools for equipment, but would add 50-250 to each stat in a DNA sample (or template) they were used on.Alternatively it could add to the CL of the template instead. In either case, this would then be used normally through the rest of the current creature crafting system, again requiring little new coding, since all of the mechanisms involved are already in the game. Obviously a DNA template should only be allowed to be treated once. You could also use such a system to add special abilities or attacks, like armor 1 or DB or posture down attack to the template, though that would likely be more complicated.


C) Optional buttons on the creature making buttons, like crafters get colors - we'd get a special ability selection based on the CL of the DNA we were using. Bonus Ham, bonus damage, bonus speed, bonus armor, etc. this would take more work I believe, so I think it is less desirable.


D) Creature retroviral enhancements (Creature slicing). I don't like these as much, because it does not increase demand for our pets at all - CH will train their wild ones then bring them to us to be sliced. I supposed it could be made to work ONLY on creatures in their untamed object state though.


5) Color changes - been said already. The code exists for tailors, so it should be relatively simple to give it to CH's.


6) DNA replicators - Takes a ton of resources, but lets us clone our favorite DNA samples with a slight (10% or so) risk of destroying the sample.




Mattakar, Master Bio-Engineer on Chilastra
Come visit the shop on Dantooine, Crystal Valley: -5150 , 6775
Pets of all levels, hundreds of tailor biotissues, and fantastic pet stims!
WombatRun
Fri Sep 12, 2003 12:58 am
#47

I'm posting as a recently 'former' BE. My PA begged me not to drop it, but I couldn't see holding on to useless points while other holes in our association went unfilled.


At any rate, I'm amused by the number of people complaining about what CHs do that BEs can't compete with. It's not what needs to be taken from the CH, its what needs to be WORKING for the BE.


Is there a simple fix? Yes, and no.


If BE is the crafting profession backing up CH, and CHs can get their most demanded product - animals - from taming babies, then the only way BEs can compete with the other real competitor -- in-game nature -- is by offering something to the CH that nature doesn't. Given that BEs are supposedly manipulating DNA this should be no big deal.


How? Some of the above suggestions are right there, but everyone's dancing around the requirement that would make BEs a viable, vital profession. Give the BE a chance to create clones of certain animals at an extremely wide CL range. Yes, greater selection of creatures would help, but being able to bump the CL of a creature or reduce it would make BEs immediately able to sell to the needs of both lower level CHs and higher level CHs. The lower level wannabes would leap at a CL 35 Rancor or Gurreck, and the higher level CHs might need their favorite pet type in a CL about 5 points lower to fit them under the 70 pt cap.


Sure, it creates difficulties for game balance, because the coding of the cloning system would have to be competely reworked. But let's face it, the cloning system in game is terrible, anyway. You should, as a BE, be able to make a CL 50 spineflap if you had top quality materials, dna, and the bizarre urge to do so. You should, as a BE, be able to change the color of your creations, and be able to alter their size.


CH skills do not need to change to make your job worthwhile. The BE just needs to be made able to work better than taming.




Are you ready for the BLUD Alliance?


Ralrorjaac - Starsider


GreenStok
Fri Sep 12, 2003 6:50 am
#48

Can I please read the compiled lists?



______________________________
______________________________
GreenStok, Master Bio Engineer, proprieter of Green Acres
Shop on Lowca server, Naboo, Theed
/waypoint -5430 3417
Also on Dantooine -595 2891
Bosskt2bb
Fri Sep 12, 2003 8:46 am
#49






QTipz wrote:

Other crafting professions are viable because they are NEEDED. Eliminate babies from the game and we would be needed MUCH more. There are more CH than any other profession, yet the crafting profession that goes along with it is not required or wanted even by most CH's. If babies were worse than what we could make or non exsistent...we would be in MUCH more demand.


I would like the CL of the pet to be displayed also so a buyer knows if they can use it or not.






Don't eliminate babies all together just make us able to make clones of the animals that have babies removed already and to get wacky how about letting us clone, at an INSANE amount of resources, Kryats and Kimo'sAlong the lines of PA hall level resourves (say 20k units of meat and 30k units of flora) that would be a high end pet that would be expensive to make and expensive to buy. I am thinking at LEAST 300k credits for 1.



I also think that the CL cap for BE pets should be altered so that they can call much higher level pets ONLY if they are BE pets. There would still need to be some kind of fail safe to prevent CHs from calling 3 BE rancors (which we as a BE community could be a part of if we make our high level pets cost prohibitive) but I think that allowing them to call a SINGLE CL > 70 pet would be a huge boost to us, maybe add a skill to the CH training tree that is BE pet certification so you certify in specific pets and can only call 1 of those. Master CH being Rancor, Kimo and Kryat certification.



Before you cry about overpowered pets. Remember the AT-ST is like CL 120 and even though it perma dies, in PvE there is almost nothing that can stand up to it. I was on lok the other day and watched 2 Imps with AT-STs fighting Kimos and winning.






Warralof
Warralof's Warren- Bio Engineered Terrors and House pets
Anchorhead - Scylla Universe
Master CH
4/1/4/2 BE
"We cant solve problems by using the same kind of thinking we used when we created them. " - Einstein
Mirrl
Fri Sep 12, 2003 4:11 pm
#50

I'd like to suggest we look at how to fix our class, not break someone elses. Currently CH's are by far my best customers. They buy pet packs from me. They buy me bad creatures to get CH XP via training. They buy my good creatures if there low level because it is an easy way to get a creature at there maximum controllable CL. Is our class broken, yes. That just means which should get them to fix it, not break our customers. CH's can no longer control three Rancors, they can control 1 and only if there a master. There went a couple of sales already. One rancor doesn't seem to be able to compete with three AT-ST's. (THat was an ugly and short fight to watch) There have been many good suggestions here. BE's should be able to make a special Rancor that is tougher than a wild one, but only as we approach master level. This is similiar to the way it works in all the artisan professions. Ask the WeaponSmiths. The have to be weapon crafting level 4 and using many differen 900+ materials to make a weapon that anyone would be willing to buy. I can sell pet stimpacks as a novice. (Not that, that makes up for all the problems) We should be able to customize the creature we build. (Faster regeneration, armor, special attacks, distance attacks,focuseddammage attacks, color, patterns, . . .) I think we should also be able to lower the CL of a creature. I'm not suggesting thatwe could make CL 15Rancor'sbut that we could make an average CL20 creature that was useable by a non-CH. That would greatly expand the market for Master BE's.Given the AT-ST's in the game this doesn't seemlike an unreasonable advantageto our customers. Making animals rideable also seems like a BE ability. (Especially if its a species thats not normally rideable, such as the Rancor)I think our abilities with respect to Chef's and Tailors need to be examined. I don't know any Chef's or Tailors and so have a very hard time selling to them.



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.
Dri0dmaster
Sat Sep 13, 2003 7:30 pm
#51

What the Bio-Engineer needs is the abilty to make new creatures. If you created a creature with Fambaa and Narglatch DNA you should have a creature, quick powerful and mean. The resulting creature might also retain the color of the Fambaa but the model shape of a narglatch. I mean is that the whole point of an Engineer. If not why dont you just call this class Creature Maker. Along with that but i dont want to go around and sample 600 creatures and make 600 items to get to a higher level. That just sucks the fun right outta the game and making me want to play Counter-Strike, even though it is 1.6.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
Dri0dmaster
Sat Sep 13, 2003 8:51 pm
#52

and another thought... If you are a BE you shouldnt have to go into the CH to have your own creatures and be able to control them. That is totally weak. If i make a creature it pretty well **edit** obey me. In order to do this, one can IMPLANT creature commands into the critters mind. This would make a lot of people actually go into BE instead of CH.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
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