Bio Engineer Archive
Thread: 19 answers
Thunderheart wrote:
Well, they are still valid, positively presented questions
Why is specials so far down on the list?
They have to be coded in a specific order because the first item is a foundation for the next, which is a foundation for the next and so on. For instance, if we balanced all the specials tomorrow, they would all be connected into bunches of numbers that are effected by the current system. Then when the HAM went in, all the specials wouldn't work properly because they would have been based on different time delays, speeds, etc.
The order in which they are presented is very much the order in which they have to be designed and coded.
Makes since. Why such a complex system was chosen, I am not going to comment on further.
I really TRULY do not want to see any profession get nerfed.
Well, in essence, all of the combat professions would be "nerfed" simultaneously, so it shouldnt feel like a nerf, it should feel like a change in gameplay - - which is why the majority of the combat balance has to be done at the same time. Some abilities will increase, others will decrease and all the specials will be useful. To do that, they have to be "balanced" (hence the name).
Am I the only one that thinks this statement actually says, "we're going to nerf everyone." I do not think nerfing is the best way to proceed. Certian dungeons (genosian cave & corvette) have already been buffed to deal with the current combat professions. Are these dungeons going to nerfed as well to meet the new level of the professions? Are we to assume the current con system will be truely representative of our post balance power?
Why is it going to take more than a year post-launch to make this happen?
It's not. We've been talking about things internally a lot. I've stressed the importance of these changes and everyone agrees. We've been going over the implementation details for a couple of weeks now so that we can get this back on track. JustG will be going into more detail in his next State of the Game letter which will be coming out in the next couple of days.
I bet it takes longer than a year from launch.
Thunderheart wrote:
What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended.
Thanks for all these answers, but the answer above is not what I would call the description of an "exact effect".
CAN WE GET A FORMULA, PLEASE?
So what is the difference in chances in assembly and experimentation results between using a 15.00 crafting tool and a 45.00 crafting station to using a 5.00 crafting tool and a 15.00 crafting staton?
Maybe the architect correspondend could push this question again and make it clear that this requires a "hard facts" answer with some numbers? This a a central question to all crafting classes and I think EVERYONE would like to get a clear and precise answer to that.
Thunderheart wrote: In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it.
This issue is particularly problematic because completely decayed items not only are equippable but alsostill grant full bonuses from bioengineered panels or from skill tapes when equipped. In addition, there is a concern that if items become unequippable at 0/0, people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0.
The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.
I’ve been pushing on this issue and it’s currently scheduled to be fixed in Publish 10
Thank you very much for pushing for this. I am a little worried that this may end up being too little, too late, though. For many of us, sales have fallen to a trickle and tailoring is no longer a viable profession. People have left tailoring in droves and now almost all of the tailors I see are holotailors yelling in the starports that they have all of the loot schematic clothes for sale (never trust a tailor selling clothes in full composite armor). It has been one or two months between publishes. That means that tailoring will get at least a little relief maybe in July, but possibly as late as September. By that time, most of us old tailors will be forced to leave the profession (and possibly the game) and it is questionable whether new people will take our place.
Please do not let them cause those of us who have really enjoyed tailoring for all these months to leave. Help them to understand that there is a crisis going on in the profession right now and something needs to be done before the damage can no longer be repaired. I know that for the majority of people (and probably the designers) that helping us tailors is not as interesting as spiffy new guns, or combat rebalance or the GCW. All of these are extremely important, but there is a section of the player population who feel that tailoring is important too. Please make sure that our issues are fully considered and not just worked in between the most popular items.
Just to end, tailors tend to be some of the more creative people in the game.
creative people + stagnation = bad!
This constant publish after publish with nothing really changing except a few of the old clothes can be made with mods on them and a few chef's clothes takes the creative and fun aspects that drive us to professions like tailoring out of the game. I am feeling like everything has already been tried before as far as colors and combinations.
I have a question about it : are the doc buffs considered in this future system ? Because for the moment the buff system is quite overpowered (you can solo too easely, armor disavantages are nullified). Try to kill someone with buff and a composite armor (which can be used with no problem with the doc buffs) using a blaster ... you'll have hard time
And will the armor beeing looked at ? Like giving other disavantages (slowers moves, slowers hitting rate ....).
thanks !
on tailor thing, ok but :