Bio Engineer Archive

Thread: Publish 12/16 Bugs and issues

Talthazar
Tue Dec 16, 2003 9:09 pm
#40

Oops, double-post.

Message Edited by Talthazar on 12-16-2003 11:11 PM



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
AnitaSWG
Tue Dec 16, 2003 9:10 pm
#41

Hmm.. perhaps the wild/viscious training part wasn't taken out.. a friend who is 2-2-0-0 was able to tame the angler, and trade it back to me. I was then able to call it. Odd.


Oh, and my plodding falumpaset is diffculty level 1 (-1) and I can't call it. But that's a CH problem.


Ri'a




:+: In Good Taste ~ Keren/Naboo ~ 1180, 3720 :+:
Ri'a Ocoli ~ *Cancelled*
Saori Eiwaki ~ *Cancelled*
Jaira Zelona ~ *Cancelled*

Talthazar
Tue Dec 16, 2003 9:13 pm
#42






AnitaSWG wrote:

Hmm.. perhaps the wild/viscious training part wasn't taken out.. a friend who is 2-2-0-0 was able to tame the angler, and trade it back to me. I was then able to call it. Odd.


Oh, and my plodding falumpaset is diffculty level 1 (-1) and I can't call it. But that's a CH problem.


Ri'a






+ taming vicious is still on the skill panel



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Chazisi
Tue Dec 16, 2003 9:50 pm
#43

Perhaps not a bug, but an inconsistency none the less:


When trying to tame newly made BE pets, the check to see if you have proper taming level must be checking the currently (baby) level of the deed, instead of the adult one.


With max creature level 39 I am now using a brand new kaadu and kimo (cl's 44 and 52 respectively)


Secondly, maybe its because the pet is too young, but I have no train as mount option for my BE mount husks. Do the pets have to have a certain percent of growth before they can be trained as a mount?


If they can't, this seriously impedes my plan to kill people with my kaadu.

CarpOnFlurry
Tue Dec 16, 2003 9:51 pm
#44

I have to say that I personally don't mind figuring things out without documentation. This game is about exploration ... whether it be physically exploring the galaxy or exploring the possibilities of a profession like bio-engineering. I don't care to have things handed to me on a silver spoon. The journey of discovery is an important part of any MMORPG.


You are asking for documentation on a liquid system that is constantly changing. That simple will not happen.


But there will always be those that will focus on the negatives and not the positives. Human nature.



Carp, Master Doctor, Flurry Server


Riana, Master Bio-Engineer, Flurry Server



Spazzers
Tue Dec 16, 2003 9:56 pm
#45

I was making a template in the wild out of DNA I had just harvested. Took the time to study the stats (which are very weird now) and placed them in the slots. I started the craft process and.....an evil hermit attacked me. I got a message saying the crafting process stopped. All my DNA was lost.


I lost good DNA because and evil hermit attacked me???




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Sumorex
Tue Dec 16, 2003 10:19 pm
#46






Talthazar wrote:
Why do we have to turn BE into a paint-by-numbers craft that any idiot with a calculator can do? I don't think it's that difficult really, it will just take some time to figure out. I can already get resists the way I want them fairly reliably. Specials seem a bit more elusive but now that it's live, we should have much problem with it. And I don't agree we didn't understnad the old system. Maybe you couldn't plug the numbers in a calculator, but anyone who frequented these boards knew what to do to get a good clone.




Paint by numbers vs. Monkeys banging on a keyboard to write Shakespeare


Thats the way I see it right now.


You need to divorce your personal agenda from the job of Correspondent. That isn't what your job is supposed to be. EVERY other crafting class has a clearly delineated set of rules, packaged neatly into their schematic descriptions. We have a bunch of blank space and what... 24 or 25 variables? We don't even have a listing of what the flora/meat do for the final combine in game (yes you have said they do nothing, but this should be documented in the schematic).


It will never devolve to paint-by-numbers given the way the experiementation is working on the DNA Template. The system is highly complex and the variables are spread over enough different categories that even if we had experimentation tapes (which by the way most other crafters have also and we don't) a BE could NOT max out every single category in the DNA Template. I will grant that an ideal pattern of experimentation will exist... but that exists in Armor / Weapon crafting and there is quite a bit of spread on their final products... our spread would be even larger.


We never figured out the previous cloning system. If we did, tell me in very precise, specific words what did the Psychology trait in the DNA template influence on clones? Provide evidence.


With this new system the elitist BEs will do well. Given a few weeks of tinkering I'll know kinda sorta what to put where. This system however leaves the casual gamer out in the cold... heck even most avid gamers are left with a headache of staring and guessing. So much is very very unfriendly in this system... and I put forth that it is 100% because Kel couldn't be bothered to properly document the system in game. So far the single biggest headache I've seen with this system is the DNA Template giving you ZERO idea of what CL is gonna pop out the other end other than when dealing with Light vs No Armor. I doubt this system will ever lend itself to a BE saying to himself "I need a CL30 gurreck for Joe... hrm... well let me start tinkering with templates until one pops out thats CL30.... **edit** CL31... hrm CL35... hrm CL29... argh CL31... ad naseum"


If he even gave us a pittance of information it would be better than what we have now. WIthout extensive research, both in game and out, you can not arrive at a desire goal thru anythign other than good guesswork. To me that is a travesty after having spent the early months of this game wracking my brain (and many others, including YOU) to try to get some sense to an equally horriblly documented system.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Sumorex
Tue Dec 16, 2003 10:22 pm
#47

Spazzers, sadly losing your components/resources when you get agro'd by a creature has been a feature of the game since day one for every crafting profession I've lost countless materials, as a BE and other classes, because of it. Even in a house I've lost materials because of agro thru a wall.


To combat that i never combine in the field. I go to the closest cityarea. Its a pain, but it protects you from losing any awesome DNA you might have in the hopper.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Myonax
Tue Dec 16, 2003 11:24 pm
#48

On armor: It seems that it is based off of physical. As soon as your physical stats combine for over 830 points and you have an armor dna sample in phys you get armor 1.


bugs/oddity:


seems like squeezing out the last experiment point on a stat is bugged. I have had several time on physical had it at 24 percent with one experiment box open and had three or more great/amazing successes and not have it move (no it wasn't at 0 % or following a critical failure).


No expirementation on final combine.. Why can't we experiment on that? Makes no sens to me.


unknown special attacks.. I have gotten a few samples with one of the specials being listed as unknown.


No CL on genetic templates: After creating a few templates I have no idea what cl they are. I made three templates at once with all about the same creature DNA. one came out above average, one came out high, and last one came out very high. Since they all were made with level 40 -50 DNA i assumed the very high one was the best and put it in a kimo.. It gave me a leve 41 kimo. I put the above average in a dewback, it came out level 45... This makes no sense to me. How am I suppose to cater to my customers needs if it seems so random.



blackplastick
Tue Dec 16, 2003 11:56 pm
#49

Maskscent = broken


Camo = broken


Impossible to sample rancors now.


Debris Piles loot - GONE


Does the Creature food/ Flora food for cloning even do anything anymore since we cant experiment it?


Terrain negotiation = Broken


Maybe i should post this in the ranger forum.....




At least old DNA works, although its trash now. I had a sample in my house that was all 900+ and its now 300, 400, 200, etc


Inventory pets can be dragged onto a ch trainer to get a nifty sludge panther named "rancor" with a 900ham.



The cloning system is really cool though I must say. Although I still cant figure out how to get attacks 1 and 2 to stick. maybe its just random, seems to be so far, although i almost always get a special dropped in the aggression slot.



Please show the petlevel on the dna samples and the dna template. Its confusing trying to create a desired petlevel creature.


Please show petlevel on the creatures in the crafting window (right under complexity maybe?) or the range of their levels (or are bioengineers intended to specialize in creating one pet type?)



All for now.....



--Newb, intrepid


Master Bioengineer, Master Scout, 4/0/4/0 Ranger


Ex-Master Squad Leader


Ex-Master Ranger


Ex-Master Marksman




-------------------------------------------------------------------------------------------------
In-Game:
Newb
Newb-


RESTUSS SUPERMALL 5290 6426 - 250m north of Restuss Starport
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MasterRondo
Wed Dec 17, 2003 12:11 am
#50

Ok, I spent alot of time out in the field today on Intrepid. Here is what I found out:


Getting maskscent to stick was maddening. However, I did manage to get some rancor DNA. Also, I can't count the times I had to run for my life from numerous breaks.


The Kimogila - Seems to have some collision detection issues while walking around. There is no way I could get a freshly tamed Kimo out of the Imperial Base on Dantooine. Also, it was easy for the big fella to get caught on gates, vehicles, all kinds of little things. This puts the Kimo to a point where it can't really be called everywhere..some places have too narrow of walkways for a Kimo to pass through. Also, it's roar isn't always working it seems and when it did, I could barely hear it.


When making a number of templates, experimentation put resists all over the place. It is looking like having about all of the same quality DNA in a template makes a certain degree of difference in the overall product, but as usual, it does require more research. The whole system is needlessly complex and boggling to the mind how certain things turn out. Once I get home from work, I'll get the 5 pets I made today. One of them looks like a nice GSP replacement as a Razor Cat.




Genjo Sanzo - Preparing for permanent retirement.
GarZa Gainesborough - Preparing for permanent retirement.
Miratos City, Rori
Invictus Miratos -IM-
Totenkruez Sturmhimmel - Preparing for permanent retirement.
MasterRondo
Wed Dec 17, 2003 12:13 am
#51

Also, the Kimogila has a problem where it has an animation play over and over and over and over and over again for awhile. Doesn't do just a turn head this way, turn head that way and just stand. It's turn head back and forth, back and forth, back and forth...you get the picture.



Genjo Sanzo - Preparing for permanent retirement.
GarZa Gainesborough - Preparing for permanent retirement.
Miratos City, Rori
Invictus Miratos -IM-
Totenkruez Sturmhimmel - Preparing for permanent retirement.
Sumorex
Wed Dec 17, 2003 12:57 am
#52

Same collision problems with the kimo. Gets stuck on just about anything. I was able to summon quite a few mounts all at once (all copies of my main mount).


Oddities with experiementation (I'll just choose one of them... ALL dna samples from slinking voritor hunters):



  • Template before any experiemention had resists of 45 K/En/B/H/C/A/S , template after 1 great success in Physique resists of 45K/En 0B/H/C/A/S... yes I lost 45pts to all those resists by a great success

  • Same template resists 45K/En 0B/H/C/A/S, 1 more pt getting a great success in Physique and resists jumped to 45K/En 10B/H/C/A/S...so I got back 10pts of the 45pts I lost on the initial point

  • Resists NEVER jumped again (1 more point into physique to capped, others spent over all areas)

  • Great successes were for 7% in every category except Agression which a Great Sucess earned me +4 on teh first point, +2 on the second point

  • Last experimentation point went into Prowess and I experienced a failurewhich resulted in Dexterity +24, Endurance -76, Fierceness -70... yes i got a positive out of a failure... but more interesting is the -70 Fierceness, a stat which never moved upwards while experimenting on Prowess previously (2 separate great successes)

  • Final combine with the unknown parameters on the flora/meat I gained +1 B/H/C/A/S but nothing to K/En which remained mired at 45... net result is from the beginning template I lost 34pts of B/H/c/A/S for resists

  • Atk is 2.06... higher delay than anything tamed in the wild, so the higher delay for higher damage bug is still there... but oddly enough this clone hits for less than a slinking voritor hunter does in the wild

  • Crippling Strike was lost on the initial DNA Template despite being in all 5 slots.... that was special attack 1... the clone retained Dizzy Strike for Special Attack 2

So buried in there are odditites which don't make sense. The disappearing resists after experimenting. The disappearing special attack. The very odd loss to Fierceness while failing an experimentation point not associated with Fierceness.


Now if we had any documentation at all.. perhaps I could point a finger at where the problem might be... but without any schematic %'s its all a guessing game and we'll never really know if its busted or working as intended.


I have a pet I can't call... get a message about "Invalid stats".




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
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