Bio Engineer Archive

Thread: Bioengineer Issues List August

Zathuras
Thu Sep 16, 2004 6:24 am
#40


Kevm wrote:


primate16 wrote:
i would like to see BE clothing to be usable by wookies, such as the masked scent mod clothing. I'm a wookie BE and I'ts a pain in the arse to get HQ DNA from strong animals because they always detect me. Now if I had some cothing that modified my masked scent like other ppl can wear, that might be a lil bit more fair. Either give us the clothing or give us a masked scent mod for being wookie. We HAVE the creature taming mod, what about masked scent to go with it?



Doesn't the wookie shoulder pad hold 1 mask scent tissue?




yes, the wookiee shoulder pad holds 1 tissue. However, humans and such can wear many articles of clothes which support that type of additive. it doesnt really make much sense for wookies to not be able to. Its just poorly though out game design. I made a wookiee BE, and I kinda wish I was a human or zabrak now. However, I refuse to grind my way back through all that sampling. Drove me nuts.

Instead, I've decided to take the wayfarer column out of Ranger to get cammo packs for everywhere but Dath (which really sucks because dath is a great place for BEs.) Cuts my combat significantly, but I can still get TK mediate 4 out of the template.



Got Rokit Lawnchair?
----------------------------------------------------
Chestnutz - Fattest wookiee on Bria.
Boffo Ogo - New Aldera's only Superhero
SnailNZ
Sun Oct 17, 2004 10:43 am
#41

No Vendor for Bio Engineer! How frustrating having to get Artisan as well!


Couldnt we get a vendor with novice Bio E and then if you want flash vendors you can go for Artisan???


Cheers Trakkyr

Naritus



Trakkyr (Naritus)
Templars of Lok
(former) Master Creature Handler, Master Rifleman and Master Scout
May your fur grow long and strong!
Plageron
Thu Oct 21, 2004 5:25 am
#42

You can add...


High End BE pet will always be a higher CL then a more powerful Wild version.(a definate CL calculation bug)


And


Attack speed and To-Hit formulas in the Creation of the Creature is also bugged. Since the more power you make a creature the slower it gets and the less it will hit. So in other words....if you try to make a Rancor CLone and try to make it be like a real rancor you cant....your creation will always be slower to attack and have a lame to hit.


and


Calculations are still random, why is their an idiot random genrator in the Bio_engineer caftng process yet nothing like it in the other crafting processes.....ie. you can take exact same samples and make a creature with no experiementation and get exactly different stats...so much different that the CL could be super high or super low.


So anywise...i wont hold my breath on any of this since there has been no change for a very long time.








---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
ArthurDentOnBria
Thu Oct 21, 2004 2:56 pm
#43




/looks at title of thread

/glances at calendar

/does double-take


Hey, by the way... it's coming up on the one-year anniversery of the pet re-vamp, which incidentally was the last time we got any significant changes to our profession. Is it too much to ask for something new and cool every 12 months? Particularly since the biggest change to us this year (imho) is the merchant nerf and it's disasterous affect on bio engineers?

Message Edited by ArthurDentOnBria on 10-21-2004 03:00 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NancyJ
Thu Oct 21, 2004 11:37 pm
#44

all I can say to that is dont hold your breath.

After JTL comes the combat balance/revamp/upgrade/whatever then after that afaik smuggler and squadleader revamps.




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


Nyria - Farstar



Magic_wookiee
Thu Oct 28, 2004 10:58 pm
#45

In failing more when i sample low lvl creatures like nightspiders or huurton pups then i am when im sampling merek harvesters. Id really like SOE to fix that problem and put in a timer on the pets (like x deaths) after which they really die, would be more realistic when u cant just keep losing ur pet and just using some stim packs to bring it back to life.




Cyrgon, The Imperial Wookiee!
"A cad and a bounder!"
Master Marksman ¤ Master Pikeman


lammergeier
Fri Oct 29, 2004 12:08 pm
#46

I've got issues somewhere... but I also have new data that I was sitting on and not sharing. I apologize for not sharing earlier:

the data has some problems.

1) it can't be reproduced (except, praying against a crit fail, ONCE... by NancyJ). you have to take my word on it.

2) data results are due to a bug that surfaced VERY briefly on the TC server.

3) the very existence of the data can, if my intentions were less than honorable, be considered an exploit. I was reluctant to open my results to general discussion, since they were based on a bug that I DID take advantage of (not for personal gain, but for general information not normally available to the community).

that said... check this thread.


edited because I don't always catch my speeling erorrs.

Message Edited by lammergeier on 10-29-2004 03:09 AM



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Rkassh
Sat Nov 06, 2004 6:00 am
#47

Hey there! New to the forums really, but since I'm bored I thought I would throw in my two cents.

My biggest issues have already been addressed, ie the sampling problems (why a CL9 mob ever aggros me I'm just not sure) and the crafting problems (I died for this crit fail! Masters of any craft should never crit fail). Thus here is a list of little things, some of which have already been mentioned.

-Greater diversity in craftable pets
As someone who sells a lot of pets for decoration, this is big to me. I want snakes, I want fliers, I want the popular creatures. Do you know how many people would go crazy to have quenkers hanging around their houses? Of all the pet templates I have, I make maybe a dozen of those for people to buy. Do people really need ten different lizards or five bloody bol skins? No! Lantern bird? Cool. Scyk? Not cool. Crystal snake? Cool. Ikopi? Not cool. I think you see what I mean here. Some creature templates will hardly ever be used, whereas some are just awesome. I know CHs whine about this, that it takes away from them, but I don't understand that. I'm a CH. I go looking for cool, rare creatures. I don't have room for everything out there. My precious slots are for mounts, rare babies and a few BE pets I've made. Plus I can't deed a CH pet, I can't sell it...pointless. Give BEs a dozen more skins right now made up almost entirely of fliers and snakes. Then every month or so give us a few more. Eventually I should be able to make anything I can sample, because I've obviously got the genetic information, eh?

-BE modifiers
Already mentioned, but let's say it again. Why don't I have an apron? Why don't I have skill tapes? Ours is the profession most likely to fail, most prone to complete and utter crushing of our crafting spirit but no help? Come on! There's a DE bandolier but none for the BE? I'm so confused.

-Pet modification kits
Already mentioned, awesome idea. This way I can make one bantha instead of having to have a range of banthas available. BE creatures should be able to have markings and colors not found in the wild since the whole point is that they were made in the lab. Blue spiders? Pink furbals? Pseudo-transparent (think Crystal Snake) gurrcats? I think I had a trip like this once!

-DNA storage
Already mentioned, another great idea. I'm thinking a special back-pack/cooler type of gadget...maybe a droid? Take a gonk droid, muck with the skin a little and you've got a walking refridgerator. Since cabinets work in game now, give us a fridge for homes/labs too. Operate it like a vendor. Whatever you do, we need to be able to carry more considering the time and effort to not only find your target but not get killed in the process.

That's it for now. I'll probably have some more after sleeping. BE is, to me, one of the most interesting professions in the game. It thus pains me to see SOE basically kicking us at every available opportunity. I guess all I want, and this might be true for everyone else, is for you to figure out what we're supposed to be. Once we know our role then we can get to the job of fixing it.
warhound13
Fri Nov 12, 2004 8:22 pm
#48

DNA sampling transfers to senses fs xp




always knew you could get better results with a kind word and a big stick than with just a kind word

Ki'era La'gash - Master Bio Engineer Bloodfin
Crunchyy - Pistoleer/CH Infinity
Hylidex
Sat Nov 13, 2004 5:53 am
#49






warhound13 wrote:

DNA sampling transfers to senses fs xp








Or to take it one further:


DNA sampling, mask scent, and creature harvesting all go to senses.


BE crafting goes to crafting.


No BE activity goes to reflexes or combat.


A master BE cannot do ANY crafting or senses quest without being a master in another profession. The only trees that are open are reflexes and combat, which, for the most part, require high-level combat skills or a great deal of help.


I believe a handful of other professions might have this problem as well. Scout, Ranger, Image Designer, CHand the entertainment professions come to mind.





Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
Drake_Brimstone
Sat Dec 04, 2004 7:15 pm
#50






Hylidex wrote:





warhound13 wrote:

DNA sampling transfers to senses fs xp








Or to take it one further:


DNA sampling, mask scent, and creature harvesting all go to senses.


BE crafting goes to crafting.


No BE activity goes to reflexes or combat.


A master BE cannot do ANY crafting or senses quest without being a master in another profession. The only trees that are open are reflexes and combat, which, for the most part, require high-level combat skills or a great deal of help.


I believe a handful of other professions might have this problem as well. Scout, Ranger, Image Designer, CHand the entertainment professions come to mind.






Either Scout XP should go to reflex or they need to move the FS Survival branch out of Reflex! As it stands a scouts survival and scout xp convert to FS Senses. As for the DNA sampling and BE Crafting, they should both convert to FS Crafting

Hylidex
Sun Dec 05, 2004 7:23 am
#51






Drake_Brimstone wrote:





Either Scout XP should go to reflex or they need to move the FS Survival branch out of Reflex! As it stands a scouts survival and scout xp convert to FS Senses. As for the DNA sampling and BE Crafting, they should both convert to FS Crafting







I would agree only if a master BE can unlock crafting trees. As it stands, the only unlocks available to a master BE are combat-related. I don't mind sampling converting to senses as long as a BE can unlock trees in senses.


We agree. Unlocks, Force enhancements,and skill-related xp conversions should all go together, not be spread out on three different trees.




Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
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