Bio Engineer Archive
Thread: Be Issues Round 2 Revision
About experimenting and clones.
I think with the current system of cloning, the reason you cant make clones better than the wild is because it would violate that creatures CL. If you could make Rancors with 14k HAM they would be much greater CL than 50.
I think with the new cloning changes that Thunderhearts post explains will be a step in the right direction.
Also as far as DNA sampling goes i dont think that stackable DNA will be possable considering each sample has its own stats. Objects of diffrent stats cant really stack. Some form of storage whould be nice but I personal dont really have much of a problem with DNA storage.
All in all i dont think cloning should be a fast and easy process.
Nexi
Master Bio engineer/Master CH/ Master medic
Bria server
All in all i dont think cloning should be a fast and easy process.
Nexi
Why not? It only takes about 2 seconds to store your own DNA at a cloning station, and then about 6 seconds to load once you die. This seems to me that cloning should be fast and painless. Admittedly, going out and getting DNA sure as heck ain't easy, but the actual process itself shouldn't be too hard...
I can use my 96% food/chem crafter and my +16 food/chem station and make a dna template. The results will be as follows almost always in their percentages....10,1,1,1,12. Yet if I use my generic weapon ,droid etc crafter the percentages will be as follows.....16,6,8,6,18 or around that but still higher. What the heck?!
Now the second thing. I normally stay on Talus and only sample Torts, Hufs and Gufs. I am 3,3,3,3 and pull in from below average dna to above right now. With the above situations I can make dna templates and or creatures with the following problems. I have made things with above average and average dna only to get low % across the board. Now this is the kicker, I get super high % with below average. All of the numbers I am talking about are pre-experimentation results. I think that is just insane. As I said I only use specific beasts so I'm no including sub par dna from a diseased nuna. I am also using the same meat and flora.
Example for 2 dewbacks:
above average /average--- clone creation = 19,8,8,8,21
below average --- clone creation = 32,16,12,15,28
That is just crazy and has no basis for reason. I have tried this over and over to test out the results and I always get the same better quality from crappy dna made templates.
Remember DNA from your Creature u sampled Should be at least but not more than 10 CL higher than the one you are making. example. a kaadu is CL 10 . get like alpha / giant veermok DNA at level 19 - 20. tusk cats vary between 14 - 19 i think . depending on type and breed.some of the capper spineflap breeds get in the high tens to about 18 if i remember .. but Always make sure it is at least of the same level as the creature u make . and that will fix your low % scores, not the crafting tool . the other was likely just better dna. the same as putting low OQ / PE - floral / meat in the final craft.
and make sure your DNA pairs are properly matched and int he right slot. don't experiment n Psyh . er at least i don't . not until i figure out w.t.h. it does.
btw could u figure what planet i'm from ![]()
My personal gripes, as rhetorical questions(I've duplicated some issues as a way of reiterating them):
- There are literally scores of different skills - why is it we can only make tissues that affect a tiny percentage ofthose skills?
- Why is it that we can't make clothing or armor enhancements?
- If +25 is the highest bonus one can add to a given skill, why do tissues routinely stop at +17 or +18 for such bonuses?
- Creature experimentation is so flawed that it's often not worth the effort to experiment.
- DNA Sampling is also flawed - it's difficult to predict how a sample will behave when used to construct a DNA template.
- A tailor/BE combo - why is it that there are so many options for Casual Wear tissue components, yet so few for Field Wear tissue components?
- Another tailor/BE combo - why is it that Wookies are completely hosed in the area of Field Wear tissue components? (Only ONE article of Wookie clothing can accept a Field Wear tissue component.)
Also, a tailor/BE bug/exploit:
I can construct a clothingitem (a formfitting undershirt, for example) with a reinforced fiber panel that has a tissue component (like Coagulant Agents, for example.) The item can take only one reinforced fiber panel, and therefore is allowed only one Field Wear bonus type.
However, if I have a critical failure that involves the destruction of the materials used during assembly, I can then use a different reinforced fiber panelwith a different tissue component (like Fear Release) andcontinue with the assembly. When the item is assembled, I find that the bonus for the destroyed Coagulant Agents tissue, as well as the bonus for the Fear Release tissue, has been applied to the shirt.
Filet O'Fish
Master Tailor/Master Bio-Engineer, Corellia, Keris Tava
There are a few things that I think need to be fixed/added that were not mentioned up top...
The main thing that should be added is the ability to sell newly trained up to full grown pets on a vendor. I am a Master BE and Master CH. Currently you can only sell pets before they get trained, if using a vendor. But I can go from planet to planet and sell my trained, full grown pets by using the transfer option. We should be able to have a vendor that sells a pet that is in ANY state, tamed or not tamed. It is very limiting for us, because we must be online in order to sell a tamed pet. I guess this would go for Creature Handlers as well.
Secondly, our pets should be better than creatures we find in the wild. I do not use the Bio-engineered dewbacks because you can tame mountain dewbacks that are CL 20, HAM 5500, attack speed 2.0, to hit 0.55, damage 190-200. Why would anyone buy a BE dewback when they can get a "free" mountain dewback? So, our pets need to be better than what you can find in the wild. That way we form a partnership with CH, instead of competing with them.
Next are our ingredients. We are required to get ingredients that take too long to sample/extract. I TRIED fishing. I spent an hour trying to fish. From foraging for bait, finding a lake to fish in, and actually getting to fish, I caught NOTHING! Granted it was the first time I ever tried to fish, it still should take an hour to get no return. When any artisan can pull our their survey device and be sampling for resources in minutes. And then, when they do start sampling, they can pull in at least 1000 of whatever in an hour. BTW, before I went fishing, I did talk with a guy that has been fishing for a while. He said that the MAX he could catch was about 20 fish an hour. 20!!!!!! You can get 20 steel in 45 seconds!
Also, going along with the fish are the eggs and milk. All of these are slow to get. Slow to the point of boredom. I do not know of a way to automate getting any of these resources. I assume that is why we are given the option to create macros. So that the boredom does not get in the way of us having fun. So 2 things need to happen with fish, eggs, and milk. 1) The rate at which we can extract them need to be increased. 2) We need to have some way to automate the process of extracting them. Whether that be a macro or an actual fish farm/extraction device, it needs to be added.
Along the same lines, our ingredient list needs to be less specific. In order for me to make a Pet Stimpack D, I must get Fish, Dantooine Fiberplast, Talusian Watervapor, Dantooine Berry, Herbivore meat, Class 4 liquid Petro Fuel, Lokian Wild Wheat, and Tatooine Fiberplast. So, lets see, I have to go to Dantooine, Talus, Lok, and Tatooine. I didn't bring up a map, so doing I am doing this from memory, but I know if you start on Dantooine, you must go to Corellia, then you can go to Talus, then back to Corellia, then to Naboo, then to Lok, then.......I dont remember how to get to Tatooine, but my point is that you must travel to 4 planets for resources, plus at least 2 other planets that connect them together....This all together costs us around 5000 credits to do the rounds. I will have to run through the gambit when I get back on to get the exact figure... But my point is the first off, we are limited to specific resources....Secondly, those may not not be the best in the galaxy to get. So, making us travel to get 2nd or 3rd rate resources isn't fair. This last one is more of a rant, but I hope my point comes through the pissiness.
Also, the descriptions on what we are making needs to be better. I have no clue why I should sell products I can make to a tailor when I dont know what they do or how they are used. This is more of a general suggestion....Have the game developers add more help in the holocron. And make it searchable. I must say that the user's guide and ingame help to be very poor. Though fun to figure out on our own, sometimes its frustrating to figure it out only to discover that its either worthless or bugged. There should be a list of bugged things in game. Add it to the little description box.
Lastly, whether intentional or bugged, any creature that can not be tamed needs to be described as such. When I started out as a BE, I had no CH abilities. I thought it would be neat to make a Blurgg on the first rung. Rather than going for Tissue 1, I got Clone Eng 1 so I could make Blurggs. I went out and sampled enough DNA to make 12 of them. I made them all, was all excited, then found out they were bugged/couldn't be tamed. So, my house had a dozen Blurggs doing nothing but sitting.
Anyway, I hope that this is more taken as suggestions than a flaming, as its not meant to flame, but to convey my frustrations and more than likely, others' frustrations as well.
Thank you for your time.
just a few suggestions for devs.
1. i would like to see fish traps put into the tissue line, or even into the arch. line somewhere. at different levels the trap would catch more fish, like that of harvestors.
2. i would like to see a system where, like before mentioned, you would be able to make more tissue enhancements for resists like creatures have. blind, stun, heat, cold, etc.
3. the new method of dna being responsible for creature level leaves no prestige of having a rancor or such, if it stays this way a non-CH could have a lvl 14 kimo as a pet, dont really agree with that. maybe a block +10 in both directions of regular creature level would be more effective.
4. incorporate small bio-factories that produce milk, same as above, you have to pay maintence to get milk and it would require power, and produce milk at low rate of course say 50 per hour or so.
as a bio eng, 3,3,4,2 just thouhgt i should give some input.
stab- bio eng- ahazi
I will not add anything to this till AFTER they patch. they changes will change everything we know about BE and we can learn all the new stuff.
I only hope they fix things that are not likely changing. like DNA sampling failure rates at master. CL max for DNA sampling. seafood milk eggs,,,,,
Now that the patch has been added and the everyone has had a chance to checkout he new BE stuff. Can anyone explain to me how to make an exact level pet? I mean i can get close to what i want but if a had an order i would have to go through at least 5 templates to get something close.
And whats this i hear about a guy building a level 9 10k ham durni???? If you can build anything at that tought at that level the devs really screwed up.
Remember, all creatures below level 40 have now lost their armor. That includes grauls, vesps, etc. It was quite an eye opener to have my desert vesp (9300 HAM and formerly had light armor) go down against a nest of gurks. Basically, my pets are there to protect me while I'm DNA Sampling, and now they get beat all to hell without too much trouble. Not so sure I like this, but then again this balances out the very creatures I'm fighting so I can live with it.
Another Issue:
I have DNA Sampling IV. I've done tons of it in the past month, and presumably I'm pretty good at it. I go out solo (too boring for groups, usually) and spice up myself on Muon Gold, guarded by two pets, and I sample and hope I don't get attacked. You know what's weird though? At DNA Sampling III (and below) I killed the creature I was sampling from FAR more often than getting the result of having them attack me. Anyone who remembers DNA Sampling one will remember the "one shot kill" that often happens....however, I don't prefer the behavior of DNA Sampling at DNA Sampling IV.
You see...I'd rather successfully receive a DNA Sample and KILL creatures than sample and have them attack me. Given the choice, I'd prefer to miss out on one or two samples rather than having every third creature go aggro on me...and with the new AI changes there is NO WAY to pull them off of you once they start attacking you. Since I was able to 'stealth kill' previous creatures with DNA Sampling I, is it possible for BEs to get the option to kill instead of aggro?
I mean...I'm supposedly pretty good at sampling. I'm a Field Scientist. This suggests I have greater control over my DNA Sampling process....and as someone who values my health, I would CHOOSE to have a creature die rather than attack me--call me crazy. Unfortunately, though I am successful more often and pull more DNA Samples per creature, I have to prepare to get jumped on every creature--it is more likely than killing the creature. Always.
Anyone else agree with this? Wouldn't you prefer to have success + kill be more likely for higher level DNA Samplers than success+ aggro?
-Lazar
CH 3-2-2-2
BE 2-1-4-1
Since the last patch all the cloned creatures I make are very low HAM. At full adult most are less the 100 HAM. This is using above average dna for the template and very good flora and meat for the creature. Dewbacks I make come out with H - 139, A - 175, M- 121 at adult. So they are totally worthless. Before the big patch and supposedly "good" things for BE's Dewbacks were in the 4000's for HAM. So I can now pick the color or a worthless clone? Anyone please??