Bio Engineer Archive

Thread: Bio Engineer Profession: Issues (updated 6/13/05)

I8TheWorm
Fri Jul 08, 2005 1:43 pm
#40

I don't agree with your comment on chef tissues. I sell just as many now as before, and the MC's I've discussed them with say they're every bit as important now.

You're right, though, about BE and the underlying code. I chose BE because of its complexity, and I also happen to be a programmer. What that leads to is my constantly thinking about how the underlying code architecture reads. However, I have never, and will never, push code to production that has known issues in it. To me, that's SOE's failing.



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

Moakie
Sat Jul 09, 2005 1:59 am
#41


FIX: The sucess rate of DNA sampling I think needs to be raised. I borrowed a friends MBE to try the profession and heck, like 20% or 30% of time of DNA sampling I'd get a failure. Then I decided I still liked the profession so respeced char into BE (2/0/0/1) and MY GOD, I spent 2 hrs sampling to get like 5 sucesses. & most of those were at the very start. I either was lucky at the beginning or sampling lvl 52 Kaadus was more for my dinky lvl than lvl 2 cubas & spineflaps. the kaadus I did first was my meaning there. When your inventory is full and you try to sample DNA it just fails, it doesn't give any type of error like "You got so & so xp, but inventory was full and you lost the DNA sample". Or heck just have it not let you move as it does normally.


BUG? When using the MBE half the time I sampled from the BE pets I just created they would disappear. That was REGARDLESS of if the sampling was a failure of sucess!! Talk about a bug.. Plus it seemed like BE pets that I sample from should have a lower likelihood of failure than wild ones... That might be more preference than logic.

Message Edited by Moakie on 07-09-2005 07:28 PM



-= I'd rather be riding my motorcycle =-
TheCreatureMaster
Mon Jul 11, 2005 2:57 pm
#42

i've only been a BE for a fe wmonths, and i still can't make a good pet. regardless of that i just wanted to add my opinion to the pile here



I have been able to sample BE pets, and it seems to me that they disappear more quickly when they are a lower lvl, it also kind of seemed like their DNA was of inferior quality to something i would get from the wild, but i didn't really research that part yet.


and that's about it for now....





Chaoda & V've


Master Creature Handler
Master Smuggler
Master BE
AND---Owner of the Theed Trade Emporium
Kaomond
Mon Jul 11, 2005 3:28 pm
#43






TheCreatureMaster wrote:

i've only been a BE for a fe wmonths, and i still can't make a good pet. regardless of that i just wanted to add my opinion to the pile here



I have been able to sample BE pets, and it seems to me that they disappear more quickly when they are a lower lvl, it also kind of seemed like their DNA was of inferior quality to something i would get from the wild, but i didn't really research that part yet.


and that's about it for now....






exactly how it is designed mate, not a bug at all. The % chance of destroying it may have increased though, but i haven't noticed any diference yet.

Message Edited by Kaomond on 07-11-2005 11:31 PM




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Munter
Tue Jul 12, 2005 4:36 am
#44

Sorry..i am not an english speaking girl..try to get things down as good as I can.


Been a BE / CH several times and always come back to it again for it is 'in my opinion' the most fun and challenging of the lot. Following is my wishlist:


a) I would like to be able to sample from a vehicle so as to escape more quickly when things go wrong


b) right now the conversion from a template to the final product (animal) has to many 'random' factors; i.e. I can not experiment again and henceI can not influence the final outcome. I would prefer double experimentation. One time to create the template and one time to create the animal.


c) Right nowI am able (by choosing the right sample animals and the right ingredients) to create animals which no CH ever has a chance to tame. This is plain ...hm... stupit. Stupit because the final conversion from template to animal is out of my hands and stupit because all the time and investment is wasted. Just think of an artisan building a vehicle that no one can use ?? What is the sense of this?


d) I would prefer to have an option of scaling all animals down to the level the CH's can tame them.


e) Since the 'sample from vehicle option' most likely will never be approved I would like BE's to get extra protection in the form of camoflage increase or kinetic resistance increase. The point is that as a BE / CH my level is 57.with the exception of the newbee planets the animals on all other planets will knockmy Char cold.


f) Finally I agree with those who call for SMALLER powerful animals. Kimos and Rancors are nice to look at but really (in my opinion) rather clumsy. There are a range of really nice animals which BE's can not create. Right of the top of my head...any birds ?? I would like to create a level 70 Peko-Peko What I am realy thinking of is that all the animal templates ought to be available at all levels (1-70).It would be my choice as BE which level and animal I wish to create.








Freedom and life, for me, are the two sides of the same coin.
Kaomond
Tue Jul 12, 2005 4:53 am
#45






Munter wrote:

Sorry..i am not an english speaking girl..try to get things down as good as I can.


Been a BE / CH several times and always come back to it again for it is 'in my opinion' the most fun and challenging of the lot. Following is my wishlist:


a) I would like to be able to sample from a vehicle so as to escape more quickly when things go wrong


You can, you just have to be off the vehicle when you hit the button to sample, but you can get straight back on while you wait for the sample to finsih, i use a macro for this.


b) right now the conversion from a template to the final product (animal) has to many 'random' factors; i.e. I can not experiment again and henceI can not influence the final outcome. I would prefer double experimentation. One time to create the template and one time to create the animal.


I agree with this


c) Right nowI am able (by choosing the right sample animals and the right ingredients) to create animals which no CH ever has a chance to tame. This is plain ...hm... stupit. Stupit because the final conversion from template to animal is out of my hands and stupit because all the time and investment is wasted. Just think of an artisan building a vehicle that no one can use ?? What is the sense of this?


Well there are creatures out there that can't be timed in the wild, so why not genetically created creatures that can't be tame? sounds logical to me


d) I would prefer to have an option of scaling all animals down to the level the CH's can tame them.


You pretty much have, it's called generation creation, you sample the pets you make in your pack and use the dna to make scaled down versions of them


e) Since the 'sample from vehicle option' most likely will never be approved I would like BE's to get extra protection in the form of camoflage increase or kinetic resistance increase. The point is that as a BE / CH my level is 57.with the exception of the newbee planets the animals on all other planets will knockmy Char cold.


I would like to see BE's having a natural bonus to mask scent/camouflage, as a BE you would have an intimate knowledge of creatures and how to avoid agrevating them


f) Finally I agree with those who call for SMALLER powerful animals. Kimos and Rancors are nice to look at but really (in my opinion) rather clumsy. There are a range of really nice animals which BE's can not create. Right of the top of my head...any birds ?? I would like to create a level 70 Peko-Peko What I am realy thinking of is that all the animal templates ought to be available at all levels (1-70).It would be my choice as BE which level and animal I wish to create.


I agree with this, would be nice to have a level 10 rancor hehe














Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



TheCreatureMaster
Tue Jul 12, 2005 11:50 am
#46

i think that the above post stating that we should have control over which lvl any animal is would bea great idea...that way the non-CH ppl could have pets who's lowest lvl used to be above their tameable lvl, and because CH ppl could have GREAT pets that are small enough to take places like caves, and in groups and would make hunting that much easier






Chaoda & V've


Master Creature Handler
Master Smuggler
Master BE
AND---Owner of the Theed Trade Emporium
Moakie
Thu Jul 14, 2005 7:02 pm
#47

Critical Failure on Assembly. This was removed from several crafting professions. Is this supposed to be gone from BE crafting? Not only that but from other crafting profs when it used to happen it would spit all the ingredients out back into your inventory. This happened with a DNA template. I didn't get the DNA samples back.



-= I'd rather be riding my motorcycle =-
Dorelli
Sun Jul 17, 2005 4:45 pm
#48


I have a LITTLE tiny bug but it is a BE bug none-the-less.


When you click on PE in the user interface - ie. show averages of these stats type thing where the average is suposed to show up in green by the quantity of the resource? The PE values is NOT being read or used at all. This means that other crafters, for example armorsmiths can see at a glance OQ/SR averages whereas the poor BE, doesn't get to do that. We are stuck using our calculators as before.


In fact, ideally I'd like to be able to put the percentages into the weighings but I'd live with just fixing it so that the PE is not totally ignored.


Dor





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Moakie
Sun Jul 17, 2005 8:33 pm
#49






Dorelli wrote:


I have a LITTLE tiny bug but it is a BE bug none-the-less.


When you click on PE in the user interface - ie. show averages of these stats type thing where the average is suposed to show up in green by the quantity of the resource? The PE values is NOT being read or used at all. This means that other crafters, for example armorsmiths can see at a glance OQ/SR averages whereas the poor BE, doesn't get to do that. We are stuck using our calculators as before.


In fact, ideally I'd like to be able to put the percentages into the weighings but I'd live with just fixing it so that the PE is not totally ignored.


Dor







Huh. See I'm new to BE and assumed (being told so also by another semi-novice BE) that those quality listings of resources on bottom right were leftovers from before CU. I assumed that the quality of the resources doesn't matter for making the pet. Is this infact NOT true??? 'cuz since it doesn't show any green bar on the right I figured that the bottom right stuff in the other portion of the crafting window was just leftovers.



-= I'd rather be riding my motorcycle =-
Oggat
Sun Jul 17, 2005 11:57 pm
#50

Resource stats seen in the pet making process can be ignored. If I remember right, one is conductivity. Not in any of the resos used for animals it isn't...
Dorelli
Mon Jul 18, 2005 12:08 pm
#51


Yes of course - sorry - resource quality does NOT matter for pets.


BE's however also make medicines (OQ 66%, PE 33%) and chef tissues (OQ 50%, PE 30%, FL 20%) and tailor tissues (OQ 50%, PE 30%, FL 20%). And in these, the stats on the resources matter very very very much.


I'm not speaking of the green/yellow/red bars that appear when crafting. I'm talking about when you go into options and click on 'interface' and scroll down to the bottom of that panel, there is a list of resource stats. You can select any of these and they will then make showa little green number on the upper right hand corner of any resource you are looking at under the quantity - ie. examining in your inventory or in your cupboard in your crafting room. If you select OQ and FL for example, they will be averaged and you will know which is the best OQ-FL 50/50 mix (no use to BE's but is an illustration). If you select OQ and PE, the little number will only show the OQ b/c when they programmed it, they goofed and did something wrong so PE is ignored. Select OQ by itself and you get the OQ. Select PE by itself and you get nothing.


I knowthese indexes that the game calculates don't help us much since we cannot assign weightings to them and we'd need that for BE since the stats matter in unequal proportions. It would just be nice if it did work as it was supposed b/c it is a small very fixable bug that should never have slipped past them. Very sloppy.


Dor (who knows a little bit about the 'other side' of BE)


Message Edited by Dorelli on 07-18-2005 12:16 AM



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Anarrion
Mon Jul 18, 2005 3:43 pm
#52






Dorelli wrote:


When you click on PE in the user interface - ie. show averages of these stats type thing where the average is suposed to show up in green by the quantity of the resource? The PE values is NOT being read or used at all.






I think the PE checkbox has never worked. I submitted a bug report on it a few weeks ago. If it worked, finding the best resource (when PE is involved) would be much, much easier. I've found those checkboxes to be extremely useful for my Weaponsmith (Neutrino). You would think it would be a very simple fix. Sure would be nice if they allowed us to put weightings, as you suggest, too.
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