Bio Engineer Archive

Thread: Top 5 Issues

Zadokk
Sun Sep 05, 2004 2:38 pm
#53


1. Sort out cl10

2. Decrease failure rates of both sampling and creating (annoying since we are always using unique items)

3. Add mass production of dna templates / pets.

4. Adjust the rarity of ingredients (most desirable tissues use easy to find resources and least desirable use really hard to find resources)

5. Wider variety: more tailor tissues, pet skins etc.

Plageron
Tue Sep 07, 2004 4:29 am
#54

1. Need a Creature level box displayed during the DNA and all Crafting of Creaures Processes.

I.e. This box needs to display as soon as the DNA is being plugged in, the russian roulette sysem is pathetic and has not been changed for a long time and needs to be updated.


2. Still no fliers, no snakes, we needs more skins. More Variety.


3. More mounts, dont know if this should be a Bio_engineer concern but I think it is, we have what 4 mounts....neat-o...what we need is more mounts and faster ones. On earth we have creatures who can run faster then vehices yet in this game they are all slower then tar...a sprinting player is still the fastest as pathetic as it still is.


4.Color and Scaling....you know i mention this every time...they have thos ability now in every online game i play except this one....and this one uses an engine that has the ability to allow this....but i guess EQ an inferior engine will always beat the adavcned one. So anywise....I want to be able to make giant things and super small ones...I want to make things midnight black with bright purple stripes....sheesh is that too much to ask...no...but i guess it is for this game.


5. Pet augments....another one i think i post alot about....although not lately....we need buff things for our creatures...I am tired of a common thug beating the tar out of a high level creature....we hve them for players, we should have them for our pets....this game is about the players not some stupid Non-player that no one cares a fig about.



....Yeah i know only 5...


6. i post this one alot two....a Bio-Vat to allow the bio-engineers to alter the clones forpeople...afte all why should image designers be allowed to do everything...why should rtisans get to alter colors and things for people...


7. Personal clone center run by bioengineer players...yeah its really makes me upset that special structures are made for doctors and dancers and everyone else but bio-engineers....so anywise players need their own clone center places..they need to be made so a player can die, and decide to go to a regualr clone place...or say a player one that will require a fee...but maybe a player one wont have the same ststs penalty for being un-insured or perhaps it will add buffs...etc.


Ok I posted what i feel are the top issues....i doubt something will be done too soon, as the combat revamp is scheduled for the next thing...oh and JTL of course.


But anywise....maybe something will be done...guess it cant hurt to try.










---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
Sgian_Dubh
Tue Sep 07, 2004 5:02 am
#55

Im still totally new to BE but my experience of other crafting professions reflect my ideas

1. Storage space for DNA samples
2. More BE skill tissues for tailors - most things that come in clothing attachments just now eg ranged defense
3. More BE skill tissues for chefs - ability to add new BE skills to foods
4. Add BE skills to armorsmith resources so crafted armor can have properties like tailored goods - this would increase demand and economy for BE goods
5. Ability to power up a given resource by bio-engineering it - eg if you have resource thats a given OQ etc you can boost one stat on it by up to 10% bonus so OQ800 could be increased to OQ880 while FL etc would be left unchanged
Eupha
Thu Sep 09, 2004 5:37 pm
#56

*** CREATURE LEVEL DISPLAY I agree strongly with the rest CREATURE level need be displayed, and shows increase in level as you are putting exprimentation points into the template.

*** Skins-- Why BE's make any flying creatures? No Snakes?, and only 1 primate creature?

*** Colors(MORE) are nice too, this would help mark a BE creation, think of it as advertisement for us .

*** TISSUES Well the Chef's are really set with BE tissues, Tailors need more passive/defense mod Tissues that BE's should have added to the tissue list.

*** Pretty much gameplay and diversity like the rest of common notes posted in this forum.

IDEA- what would be the harm in allowing one vendor at Master of any Crafting profession? say with a 250 limit cap? if you wanted more vendors and a higher limit for items, well there is the artisan tree...
SkyPreacher1
Fri Sep 10, 2004 7:51 am
#57


I wish that as Master BE's we could put med. armor on our pets.

I wish that as Master BE I could push my level 70 pets up into the 30k HAM range.

I wish that as Master BE I could put plague strike on CL 60+ pets

I wish that as Master BE I could tweak my wild pets stats, or take a DNA sample from a tamed pet.

I wish that as Master BE that strong poison was strong poison and in fact that all the specials we aim for actually did more damage.


I wish that as Master BE CH's would understand how very very hard it is to go and collect that very important DNA to make their UBER pets that will stand out in a crowd.


I wish as Master BE I could make my pets have more variety than what is available right now.

I wish as Master BE we had a quest that would deliver into our hands the ability to take DNA from very high end MOBS like Enraged Rancors, Kimogilias etc.

I wish as Master BE that my +120 mask scent wasn't broken so often by a spider so a MR can kill me.


Ooops that's more than 5.



....and then no matter how hard we get nerfed, we still keep CH because we are still some of the coolest characters on the game.

BOYCOTTING JUMP TO LIGHTSPEED UNTIL COMBAT BALANCE AND GCW REVAMP!
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...
kujikiri
Fri Sep 10, 2004 3:09 pm
#58

1. Fix the CL10 issue, I want to try and make the best pets I can at this level without worrying if they are "legal". There is no reason to expect a player base to have to balance a game, that's the dev's job.

2. Content. BE skill tapes, special skematic quest (like RIS quest) and lootable items (the genosians make all these mutant bio pets but don't have a single DNA sample to loot and play with?).

3. More tissues. Why can't we make tissues that are used in medical crafting? Are you saying that a doc can go find rancor bile to enhance his crafting but a MBE can't add a single xtra point to it? I like the bio enhanced resource idea, could be like cloning, take a resource, add to it one with a high value in the stat you want raised and send it all through a factory, 3 generations later come out with something other crafters would kill for (or a least pay big for). Any way to make experimenting on tissues a bit more interesting? We should also team up with the tailors to insist that clothing that degrades to 0 does not give a benefit and that there should be clothing items that take 2 reinforced fiber panels.

4. Critical failures after a few generations have made me turn my machine off seval times. This is a game, it should be challenging not iritating. Let us keep our dna at least half the time.

5. More things to sample. I'm a MASTER for God sake, why can't I be fool enough to go stick my needle in the back end of the biggest, meanest thing out there and have some chance of getting a sample before it kills me and eats my bike?

As for skills. A vendor at master would be great, but I don't see much hope as that would cause every other crafter to demand the same and make merchant much less useful. I know, they are all artisan based profs and its easy to get a vendor, but there's no way it wouldnt cause an uproar. Adding mask scent to the sampling line would also be nice, but we already have scout skills and it's only 9 points to get it. I think using up one of our top 5 on one of these low probability things would be a waste.
Lynk-europ-infinity
Sun Sep 12, 2004 2:39 pm
#59

bla bla




Clicky



By players, For players infinity forum

Born November 18 2003. rebel jedi.
Dalmartynn
Mon Sep 13, 2004 12:36 am
#60


Dal's Top 5 "Wish List",



1) 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."


2) DNA Sampling,Development Request.,"Storage - Storage is still an issue. Have submitted proposal on this issue. "


3) DNA Sampling, Gameplay, Failure rate at MBE is too high (15% (experimental data) failure on gnorts )


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


5) Cloning,Gameplay,"Currently, once a clone is tamed, it no longer retains the creator's mark. A BE'd pet should display who made it as well as the owner. "





Dalmartynn (MCH/MBE/RM)
Dalynn (MS/MF/TKA)
MAJ, RA
NAE, Commanding
Acrod_Novys
Mon Sep 13, 2004 9:41 am
#61

I have no need to alter the 'top 5' lists given above, but I will add this to the thought pile:


Ability to experiment the ground-speed of the pet.


Never gets mentioned. This is why skin variety carries little value--because the cats are always fastest on the ground, improves re-calling hassles.



°°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

T
Beladona
Mon Sep 13, 2004 11:32 am
#62

1. Direct Feedback with Creature stats while crafting: There is too much guesswork/ chance involved with custom creatures. It would be nice to be able to see directly creature level/ stats during the experimentation phase. Perhaps move expermentation to the creature crafting phase rather than the template phase (that would also help for storage, as BE's could convert samples to templates "in the feild" more easily).


2.New tissues. Replace unused chef tissue types (all but nutritional tissues) with something more desireable. Add additional tailor tissue types, possibly add BE tissueoption formeds, weapons, or armor(new redundant "low end" tissues arenot necessary asthey only create lag/ LD during first tool opening).


3. Resources: Eggs, Milk, Molesks, Fishetc should autostack like other resources. This would have the effect of making these materials much less painstaking to collect (and more available for purchase) and the schematics that depend on them more useable/ available.

Perhaps a new "factory"or "harvester" could be made, placeable by players only on a body of water or herbavore lair (for seafood or dairy products).The factory thingwould be very nice, but i'd settle for autostacking.


4. Crate size: Should be increased, at least to 100. Would be even better to be unlimited (as much as 1000 per crate since that's the max schematic size). This would help for inventory item management. (crates can always be broken down however the player wishes)


5. Vendors: BE like Doc's (and to a lesser degree Scouts) have a great disadvantage over the artisan based crafterswhen it comes to new vendor / vendor item limits. Would it be possible to give all craft inclusive classes +1vendor +500 itemswith the master block of that profession? Even if that vendor was restricted to Bulky, or required 2 lots to place a "sales building" it would help alleviate this unbalance.
Eupha
Tue Sep 14, 2004 12:21 pm
#63

I know I have posted once but really forgot to add more to what i was wanting as a BE as well.....

1- Clvl display that increases respectively with the template being created-THIS IS A BIG DEAL/ISSUE HERE; Why not allowing us to keep such said attacks, plague strike, area combo, poison spray, force strike, and the other special attacks that make the creatures we sample from so great??? (pets with these attacks, would say be only controlled by a MCH, due to there power); along with these next changes/ideas skins-flyers,snakes,ect.-more, colors-more, Creature sampling- more creatures, or say a capp from creatures with a 15k ham or less.. but none the less more variety of higher end ?Clvl?=

2- Tissues yeah , more here for the tailors to use, and if tissues incorperated into armor, more on resources,,, and maybe sub-components to strengthen the fragile tissues to be placed in armor, heance metals, creature specific resources, ie wooly hide from peko's, meat from a forest stalker gurreck, a klicnik gland. and rancor bile ect... or even the fact of making the components, per say not for armor but for armor segments go into armor slots, ie - like skill tapes

3- hum what about skill tapes for BE's anyone ever seen one of those?

4- with the defense of combat players,(defense stackers,ect.) creature pets have no defense,, and for most CH's the pets are tanks and CH's only defense, and at a max of 13-14k HAMS at best, so most players now can solo an AT-ST (55k HAM) in a matter of 10-15 seconds, a pet provides little use, attack or protection at these levels, against these players, so producing a pet with MEDIUM armor, will prolly add a better challenge, and a more formidable opponent for CH's Nemisis.

5- Resource revamp to allow for the task of making better stims, ie-PET STIMS-D, other professions are allowed ease of resource to produce their top level quality medicines, we should be granted the same right. Along with resources,,,, first BE's were without "milk", I am currently happy with that marked improvement for this resource, but why add the "secret Recipe Data Disk" which are rare, and in some cases non - existant,,, and need 25 to make a crate (1) food enhancements for chef's? they could afford that crate this day LOL... so why tease us with it like a carrot?, creul and unusaul punishment.. but hey data disk that can be made buy another profession, or looted commonly like CDEF weapons, ect...

Bria
Eupha Feti
M-pistoleer
MBE
and feels a surge of the force
Tiggs
Tue Sep 21, 2004 8:33 am
#64

Thank you everyone for taking the time out to give me yourfeedback.
Masen
Tue Sep 21, 2004 11:10 am
#65

1) More colors. Sure, some people might not want a neon-pink cupa, but others do. And if you go out on Easter, will see pink, blue bunnies all over (thanks to haircolors), and Dogs in all kinds of weird colors too. Not to mention that some of these creatures (the Rancor is a crustacean/arachnid according to an old load screen. Remember that one folks?) But spiders can be jet black, with flame red markings. Some crustaceans are a bright blue, or a pale icy blue. Mandrill, Baboons have bright blue and red markings, but these aren't on the Graul, even as an option.


2) Give the rabbit skins a charge. Sure, rabbits are slow, lazy foragers MOST of the time, but when a rabbit sprints, it takes HUGE leaps, and can outpace cats easily in a short sprint. The catch is, it would just leap in long bounds towards the enemy, and couldn't turn. Perhaps a built-in hit penalty since it can't target well in flight.


3) Snake, Frog, and Flyer skins. Most people begin learning biology with frogs, but you can't BE a chuba or a worrt? And why no flyers? And I know snakes are my favorite animals, but I was really disappointed when the 'revamp' hit and still no snake skins.


4) Balance BE'd pet stats more with the wild ones. And I know this is a CH issue..but make the non-CH dewbacks and such NORMAL sized please?!? I mean, I can get a level 10 BEd dewback with 3 times the hams AND it looks like a normal dewback, or I can go to a CH and get a midget dewback, with lousy HAMS, and look like some fat moron on a kid's riding toy. Come on people, A wookie's legs nearly drag on a lesser dewback! I saw one and felt SORRY for the poor animal carrying that huge moron!


5) Useful tissues and such for other professions. Why not a healing bonus tissue in a synthetic cloth that goes in a chair? (Passive healing- aka faster regen if you sit there). Or, for less far fetched ideas, a tissue that gives your pets an additional bonus to hit and damage in combat. An anti-tranquilizer if you will. Armor tissues that lower ham costs slightly, used in the segment slot of armor, or in the cloths and panels used in it (similar to artificial muscle fibers already being deveoped today, but more advanced, to help counter the heavy armor's side effects.) Additives for spices, or let existing ones be used by Smugglers. BEd items for other crafter classes. Tissues that add to crafting skills, like Chefs have for foods. Tissues that improve the recharge times of HAM, especially important with the revamp coming, for specials. How about a tissue used in clothing assembly that adds a 1-10% resist to kinetic, or energy, or whatnot to the clothing, and light AR? One tissue for each resist. Let's you add a small measure of protection to,s ay, a crash helmet without budging in on the AS' turf. A little boost for players in clothes only, but not enough for people who wear armor to dump their armor and slap on some new 'uber armor clothes' instead. of course, add a HAM cost to the tissue, and since clothes can't be experimented, the bonuses won't get out of balance using extra experimentation boxes, etc.



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Page 5 of 8