Bio Engineer Archive

Thread: Top 5 Issues

NancyJ
Thu Aug 19, 2004 5:03 am
#40



AnakinsClone wrote:
/bumping this offa page 2. Only 15 opinons? C'mon guys!
Hey NancyJ, can I vote twice?





heh, I'm gonna leave this for another week then I shall compile a final list.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



mozter2112
Thu Aug 19, 2004 9:28 am
#41

i would say by far the most important thing to me is the vendor issue. artisans only have to get roughly 10k crafting exp and they can have themselves a vendor. to master BE we have to get 240k crafting exp. the least they can do is give a us vendor. not to mention the skill points we have to use up to go through the business line just to get a vendor. it doesn't leave much room to master anything else. right now i'm trying to figure out how i can get a vendor and have master scout(which isimportant considering how hard it is to get meat...a whole other issue)and not and not have to give up novice pistoleer. i don't even need to master pistoleer, i just want to be able to keep novice for crying out loud, so i canat least defend myself and do some hunting for meat now and then. also, mastering BE is really expensive. having a vendor at the end would really help us start making some money back faster.



------------------------------------------------------
Aarelia's Clothing and BE'd Chef/Tailor Supply
-6083 2839 Theed, Ahazi

Aarelia
Master Tailor/Master BE
Sakeana
Master Creature Handler/Master RifleWOman/Master Scout
AUD21
Thu Aug 19, 2004 10:59 am
#42

I've only been a BE for a short time now, but here it goes

1: Revisit the critical failure issue. With 2 main combines, and a lengthy experimenation phase, a critical failure can utterly ruin a pet at any point. With the recent discovery that Pyollian cake does not affect our crafting due to the complexity of the BE coding, can they be sure that the adjustments they made for critical fails are working for BE?

2: DNA Sampling, Gameplay, Diversity, there is a lack of sample-able creatures at the top end, there are only 3 creatures in game between cl 70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option for high level DNA. Between the levels of 60-70 there are 5 creatures and 1 is a lair boss. So there are only realistically 5 creatures to sample between the levels of 60 and 75

3: Not enough skins

4: Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to
gauge whether a dna template is going to yield the desired CL on the final clone.

5: Chef Tissues - Only 3 are useful for anything. The rest are just filler. Make the other tissues useful

Message Edited by AUD21 on 08-19-2004 03:27 PM



~Raboh Shintok~

Assassinating One Rebel at a Time

~Voboa Shintok~

Target Practice
AUD21
Fri Aug 20, 2004 12:21 am
#43

sorry



~Raboh Shintok~

Assassinating One Rebel at a Time

~Voboa Shintok~

Target Practice
Kevm
Fri Aug 20, 2004 12:39 am
#44






AUD21 wrote:
sorry





No worries. Just wanted to make sure you knew how to address that the next time it happens.



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
snapper227
Sat Aug 21, 2004 3:31 am
#45

1) Revisit the critical failure issue. With the recent discovery that Pyollian cake does not affect our crafting due to the complexity of the BE coding, can they be sure that the adjustments they made for critical fails are working for BE? Wow... makes you wonder if any of the things they said they did to help/fix crafting is working as intended for BE...


2) We could use some more/better Chef & Tailor tissues


3) DNA Storage. I got a buddy with4 factories, 2 houses, and 5 droids full of the stuff... there's gotta be a better way.


4) Pet size options. Why can't we have a slider during crafting to set the final size of the pet once it's full grown? There's already many varying sizes of pets anyway, how hard could it be to be able to set one?


5)Correct the in-game Tissue schematics to correctly show the % ratios. It say's that it's a straight33% / 33% / 33%. But as we now know, it's acutally a 50% / 30% / 20%. This should be an easy fix, and would help the BE's in game that don't visit the boards.



Reepicheep - Jack of all trades
shargus
Sat Aug 21, 2004 6:27 am
#46

1. Storage (blood sample concept)

2. Creature level "manual preview button" during crafting
3. BE's name indicated on pet after taming

4. /dreaming Bio-genetic farm (some way although resource (credits, energy, materials) intensive ofengineering/producing creatureresrouces.

5. Unique BE related content (i.e. limited creature schematic (flier or reptile), skill tapes, different bonus tailor tissue)
MoronicFool
Sat Aug 21, 2004 6:18 pm
#47

1) DNA Sampling, Gameplay, Diversity, there is a lack of sample-able
creatures at the top end, there are only 3 creatures in game between cl
70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option
for high level DNA. Between the levels of 60-70 there are 5 creatures and 1
is a lair boss. So there are only realistically 5 creatures to sample
between the levels of 60 and 75


2) General, Gameplay, DNA samples do not show the creature donor on the
inventory listings, this is just as important, if not more than the quality
of the DNA


3) Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desire for more skins. In particular there are still no snake or flier skins and only one primate skins." And Colors ( I want a White Cu Pa)

4) DNA Sampling,Gameplay,"Once we sample a creature to death, we can no longer harvest resources from the corpse. Given the need for meat, we'd like to be able to harvest from creatures we've killed in this fashion. "


5) General,Gameplay,Skill tapes - there are currently looted skilltapes for every crafting profession except BE.



Ocrim
Retired Master Bio Engineer - Making pets for no reason

Corellian Outfitters
147 -5497, Outside Coronet, Corellia
CrasknSadler
Sat Aug 21, 2004 8:50 pm
#48

MoronicFool pretty much mirrors my top five.


I for one would like to see BE fulfill its destiny as was written in the manuals....let us find ways to increase values of organics' statistics, or even help surprise the galaxies at large by breeding/crossbreeding and summarily importing new species to other planets (if we release enough banthas on Lok, perhaps they'll breed...maybe even make newer, hardier species...hmm..but how would it affect the rest of the planet's ecosystems? Kimogilas eat better, breed more...yeah, THAT makes it worthwhile....)


(just a little hypothesis)


also, allowing us to take, say, a brick of wheat (100k) and through our experimentations, create a lesser batch with higher stats...be able to do this with any of the flora....


And how about putting tissues back into some armors, eh?


Amana
Mon Aug 23, 2004 2:39 pm
#49

numoro uno to me is the difficulty of collecting items for the different tissues out there. Took me a long time to collect enough stuff to make some tissues for a tailor guild mate of mine.


#2 The lack of high end critters to sample and the failure rate in sampling those critters. Tried sampling mutant rancors and since I do most of my hunting alone I cannot tell the lvl of the creature and I don't have enough skill points free to go master scout.


#3 This one is a little different than what I have seen. Maybe add something special for us BE's when we go creature sampling like allow us to see special stats like a ranger can when you reach master. The level of the creature and maybe how good its meat is. We couldn't do ranger activities but we can tell certain stats about it.


#4 The variety of skins is some what small compared to what is out there. I mean it is cool we can make alot of creatures out there but I would love to make me a PekoPeko or one of the flyer bug creatures. Also a sub thing, maybe add in a special schematic like weapon smith and armorsmiths can get where we can create a special creature like a forcekliknik or an enhanced kwi. Only master CH's would be able to handle them and only one could exist on there data pad though


#5 I wouldn't really know what to say for number 5 but just let our name be on the pet we create when it is tamed. It exist at the bottom of it saying Creator: Amana . or some such item like that



______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
Vendor open!!! 340 -5364 outside Cnet The Armory the misc item vendor.
Selling great weaponry both krayt,spiderfanged,and custom orders.
Game Guide Links
Magincia
Mon Aug 23, 2004 3:07 pm
#50

okay it sounds like we all in agreement about the critical failures, CL on the finaland sampling issues.


The Cl on the final before creature creation would be wonderful... then I would know for sure what skin I would like to put the dna into. I know that the skin can determine the CL.... but the final CL should be based on the CL 2 or 5 skins... IMO

This would solve many of the pet making issues before you waste the dna in a speciality skin for an order.


My main concern at the moment is the Vendor Issue.... I have such I high turn around with inventory with Chefs and Tailors that I need a system in which I have controll over my vendor. I am also a M Ch and leaves my very little skill points left. I can barely keep my lvl 4 carbines in marksman to stay alive and help my pets to protect me. If I have to keep artian for my vendor, either I will have no weapon or I will be unable to survey. It would be wonderful to be able to have my own vendor at M BE... but it is not necessary if the Merchant is fixed to the point where the 'renter' has controll of the vendor and doesn't have to worry about being stabbed in the back. We as a profession need to know where this is heading in order to save our inventory and our bussiness. I am one BE who can not run a bussiness without having a vendor.


As for the skins, it would be cool to have more options. But there are much larger issues on the table.


The collection of rare ingredients, for one..... Fish: takes for ever to catch.. when you only get 3-20 per catch. And now with less and less scouts out there it is harder and harder to find someone to help you. I know we only need them for Pet Stim Ds but at 24 fish needed for each stim... you can't get very far.... I do cater to CHs who are asking for Ds and high Cs. Eggs are another tough one... and they are a main ingredient for a major tailor tissue.... and with more and more dance/music buffs going on I can't keep the tissue on my vendor.


I would like to see additional useful tissues to be made or at least easier Chef tissues so there can be a big variety of products out there. But that is just me... I am tired of BSNs and INNs when I would like to make the others but the meat is hard to get in large amounts and I can't do it on my own.... I do admitt I am lucky that recently I have made several good hunter contacts to help me out, but I am offering a good price for stacks over 10k.





O'The : M BE and M CH

All your BE made needs in Avalon, Naboo 4381, -96 (in the PA / Mall Hall) and Pets and Supplies only Dantoonie -235, 2347 (400m from MO)
Selling Fine Chef Additives, Tailor Tissues, Pets and Supplies

Custom Tailor and Chef Orders Welcome!!!
Kritterspitter
Tue Aug 24, 2004 4:58 am
#51

I dont have anything horribly fascinating to add, but I did have an ideeeer while reading other's Top 5 suggestions...(this may have been suggested but I didnt see it, or missed it)


More skins...*unique* critters makable only by BE, that dont appear in the wild. We're mixing and matching DNA, there are bound to be some odd things coming out of those labs; I mean, c'mon, you combine a "crustacion(sp)" (rancor) insect (bark mite) and whatever-the-heck a merek is, and out pops a kitty cat? I dont think so. It's probably not practical and will be shot down instantly (insert flame here) but that's my 2cr...other than that, all fine suggestions and I would be hard pressed to pick only five








Khristos, Master Bioengineer

Quality Kritter Meds; 900+ Petstim "B", Vit packs, kritters
-531 -990, Sedoo Dantooine
Flurry Galaxy
Novock
Sun Sep 05, 2004 2:12 pm
#52


1. What about allowing BE tissues to be used in the process of crafting armor? My understand is that at one time this was possible but no longer works. As the tissues can still be placed in synthetic cloth but the properties are lost in the crafting process. This is what I'm told anyway as I'm not nor ever have been an armorsmith. You could even get a bit creative limiting there use to say Ubese and Padded armor sense the DEVs and many are concerned that comp armor has become to powerful. This may give a reason to craft more types of armor and add more variety to the game. It maybe interesting to have to choose "do I want to put on my low resist padded armor that has the added mods or my high resist comp armor?" Of course this means for us simply more revenue and more variety for our product.


2. The resource issues. At current on corbantis it is very difficult to get the large bulk meat resources needed for crafting chef tissues as we have become in direct compition with docs not neccessarily for the meat but for those who harvest it. Again I can only speak for Corbantis but it has become especially difficult to hire scouts/rangers to pick up contracts on the meat we need. Now I can gather enough meat to make Tailor Tissues but chefs want full runs which is 15k for micros and of course 20k for BSNs and Intells. The mechanics are not difficult to figure out. In the current economy, atleast on my server, 30 cpu is really the top of which I can pay for meat. At incredible stats i may be able to pay a bit more for I can sell the end product a bit higher. So at 20k of meat paying out 30cpu the scout makes 600k off me. For harvesting for a doc 10k of avian meat will pay out anywhere from 100cpu to I even seen it up to 250cpu so we are talking about half the meat for somewhere around dbl the payout. We have always faced this in the past but we could get some hunters on board when no good avian or herbivore meat was out. but now with the addition of the resist buffs they have two more items they can hunt being Lokian bones and any type of meat giving the ability to the hunters to almost always have something they can hunt for docs and at current they are offering even 60k for fairly junky meat and bones. The problem with this one is a solution seems dificult to grasp. It may simply rest in the inflation of BE product prices and the likewise inflation of the chef products.... I don't know but it has completley crippled my ability to make chef tissues at the moment. Someone may even be able to help me with some advice on this one to work around the problem?


3. Pet Skins - Would be interesting to have some more content in the fashion of pet skins. What about a mountable Peko Peko....lol just a thought.


4. Obviously the 33% PE 33% FL 33% OQ can't be right. I think NancyJ did some figuring which proved that to be true, can't remember what the numbers were off hand. I guess this could be easily fixed by simply correcting the schematics to show the correct percentages.


5. Enhancements. Every profession combat and/or crafting has the ability to enhance aspects of their profession abilities through BE clothes, CAs or AAs ........accept..... BEs Well I guess I need to take that back we can enhance our mask scent through BE tissues but what about some CAs for BE crafting, or maybe an apron or toolbelt like other crafting professions. I know you can give us an enhanced smock or better yet and enhanced pocket protector Oh me!!!



I guess there is my five use what you will.







Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

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