Bio Engineer Archive

Thread: Bioengineer State of the Profession

SWG-Runesabre
Sun Jan 18, 2004 9:15 am
#53

I like these "State of the <insert profession class" posts. Perhaps I could get an updated "State of the Bio-engineer Class" post now that major changes to the class have had a chance to sink in.
Maxanto
Sun Jan 18, 2004 9:43 am
#54

I would say my top priority for our profession is simple...


Let us know what the estimated CL and HAM is for the templates we have made. This guess work is terrible!




Atiro - Atreyu
Two Sides of the Same Coin
OsirisOrion
Sun Jan 18, 2004 9:45 am
#55

That is a needed fix! The ability to not be able to calculate what the creature's CL is going to be is really frustrating.



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Wire3k
Sun Jan 18, 2004 10:19 am
#56

1. Could you check to see what they did with our crit fail rate? Seems horribly high to me. We don't retain DNA anymore (like we did from release) so I suppose that's good - but I'm critting left and right now - hardly ever did before - a happy medium would be nice. Especially now that the no DNA lose bug is fixed - and quality samples are expotentially harder to come by. (btw - I crit a LOT more now in tailoring too - may be an across the board problem - not just BE)


2. Base CL showing on templates. I'm not sure any other profession works in the dark while experimenting on such a vital piece of information. We really need this to show on the template. I know final skins sometimes have min levels - but the base level on the template would show what you get as you experiment presuming the base on the skin isn't higher.


3. Something showing on the pet deed to either show aggressive status (important for non-ch pets) or even better - a useable field like weapons have to tell a customer if they can - or can't, use the pet.


4. We need some kind of guidelines on acceptable stats vs. CL - a formula - some numbers - something, so this never ever happens again - and if it does, we'll have a headsup before it can become a problem. Currently I'm not even making pets because A) we don't know what's going to be done with the old ones and B) I still haven't a clue whether something I make might be 'too good' - and I know that's not supposed to be possible now, but I see posts from folks still coming up with what I consider suspicious stats.


5. Milk, Mollusks, Fish and Eggs - in roughly that order. I know this is supposed to be being addressed 'soon' but if I had a nickel for every time I had to explain to a CH that milk is a rare item I'd be able to retire. Mollusks are just as bad as milk, but at least the lower version of that tissue can be made. Fish is gettable - but extremely time consuming and very very low yield. Eggs - getting much better - luckily entertainer tissues are in the least demand as entertainers usually only replace clothing cause they want to - not cause they need to.


I'd like to recommend a fish harvester of some type for architects that would produce fishmeat only. Not sure if it would need power - but being able to 'fuel' it with bait would be awesome - and also probably greatly reduce the amount of stacks of 2 bait laying around in the database (or let them stack somehow would work just dandy too).While you are at that - let the creature 'samples' from lairs be used as bait/fuel as well - would also get rid of a ton of those lying around I'm sure.


6. Given what they do - food enchancement resource requirements should probably be cut at least in half - possibly even to one third what they are now. They are nearly as expensive as clothing - just not something worth doing on a consumable item.


7. The expanded range of pets is awesome, but I still get asked for flyers and snakes.


8. Some pets seem to lose their special colors when tamed - kimogilia is the one that I have confirmed.


9. The coloring on pets is lovely - a little more subtle than I had hoped for, but nice. I'm still a little dissapointed I can't make pink elephants though - I had visions of selling one of those to every cantina in the galaxy.


10. Tensile Resistance seems to be capped a bit low on the melee part. This is probably by design but the highest the melee portion of the melee/stun combination I've ever personally gotten is 4 - I've heard some folks getting a rare 5 with a string of amazing successes. Given that no schematic stacks reinforced cloth in multiple slots - upping the melee portion to oh 7 or 8 cap would be good - at least if a person decided to devote most of their outfit to that they MIGHT reach 25.


11. I thought I had read that animals of different CLs would have different full grown size. If this was supposed to be put in - in the test I did, it's not working. A CL 40ish Bantha and a CL 4 Bantha both ended up identically sized when fullgrown.


My .02 FWIW









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Maxanto
Sun Jan 18, 2004 11:20 am
#57






SWG-Runesabre wrote:

"1. Could you check to see what they did with our crit fail rate? Seems horribly high to me. We don't retain DNA anymore (like we did from release) so I suppose that's good - but I'm critting left and right now - hardly ever did before - a happy medium would be nice. Especially now that the no DNA lose bug is fixed - and quality samples are expotentially harder to come by. (btw - I crit a LOT more now in tailoring too - may be an across the board problem - not just BE)


"


I have a designer scheduled to evaluate what is wrong with critical failures for all crafting professions. Changes to critical failures are currently scheduled to be resolved with the publish going out in the end of February.


"5. Milk, Mollusks, Fish and Eggs - in roughly that order. I know this is supposed to be being addressed 'soon' but if I had a nickel for every time I had to explain to a CH that milk is a rare item I'd be able to retire. Mollusks are just as bad as milk, but at least the lower version of that tissue can be made. Fish is gettable - but extremely time consuming and very very low yield. Eggs - getting much better - luckily entertainer tissues are in the least demand as entertainers usually only replace clothing cause they want to - not cause they need to."


All of these issues are being resolved with the publish about to go onto Test Center next week.





Ok so what is the fix for the resource issues and what about the CL of the templates? I think EVERY Bio-E would agree thats VITAL to what we do.



Atiro - Atreyu
Two Sides of the Same Coin
Ameoba
Sun Jan 18, 2004 2:13 pm
#58

While I am still in shock that a dev posted in here (a lead dev at that) I think the biggest thing we need to know is what stats for CL should be. I mean I just dont want to make pets now, because I dont know if a pet I am making will be invalid.



And no, I am not talking about uber cl10 pets, I am talking about working to get a lvl 22ish creature with high damage, but trade that off for lesser protections/ham. No confirmation as to what you think things "should be" is more than frustrating, and a slap in the face after we figure howall this stuff works in normal game and not just in your test machines for you.




-- Namael Psychomachiae
--- Bio-engineer and Propagandist

"Everything is Working as Intended"
ThePhilosopher
Sun Jan 18, 2004 4:00 pm
#59






SWG-Runesabre wrote:

I have a designer scheduled to evaluate what is wrong with critical failures for all crafting professions. Changes to critical failures are currently scheduled to be resolved with the publish going out in the end of February.




While you're doing this for all "crafting professions" have them take a look at changing or removing critical failure rates for Jedi saber crafting. Jedi get hit much harder by a critical failure than ANYONE ELSE, and this doesn't seem to get better as they go up the tree.




=============== Naamar Sumara ===============

=============== Axis of Blood ===============

=============== Bloodfin ===============

=============== Master of Bantha Fishing ===============

Tasolth
Sun Jan 18, 2004 9:26 pm
#60

WE really need a CL to be shown on the template as we experiment on it. before teh recent BE changes we have now. I remember hearing a dev. maybe Q-3po or Thunderhart saying something about the BE revamp.


somethnig about pushing the limits of a creature as high as you can withought pushing it over to the next CL. I cant find the exact quote but when I heard that I was thinking wow we can really have a lot of control now. we do but not quite as much as I was hoping for.


so All I ask is if we can get a CL rating / meter on the DNA template that is updated in real time to show changes as we experiment, so we can accuraty tell if we hit the Target CL or missed it to high or too low.




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RSQViper
Sun Jan 18, 2004 10:48 pm
#61

Yes. Having a HAM/level screen showing what it is going to be woulr be great. There is so much guess work I have no clue what an animal's level is going to be.



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WolfGuy
Mon Jan 19, 2004 12:17 am
#62

Control is something we absolutely do not have right now.... we can affect more paramaters, but control them, I think not. We can eyeball some of the HAM, judge whether a clone will do high damage, guess at what specials might come through, but not control it.




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WolfGuy
Mon Jan 19, 2004 12:22 am
#63

Woops, got a little eager there...

What this system really needs is documentation on how the new cloning system works. Clear explanations on how special attacks are passed on, what numbers translate into what physical attributes, etc.

The Merriam-Webster Dictionary defines engineering (as in Bio Engineering) as the following:

"2 a : the application of science and mathematics by which the properties of matter and the sources of energy in nature are made useful to people b : the design and manufacture of complex products".

Science and mathmatics. Not witchcraft and guess-work. If we were given some of the numbers and formulas on how the system works we would be a lot closer to being Bio Engineers.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
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WolfGuy <I> Gaun Hung-Lo <RIFT>
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Jedi are total noobs
EvilJonUk
Mon Jan 19, 2004 7:07 am
#64

OMG, OMG, OMG a dev!, a real live dev turned up in our forum!!!!


For my wish list I'd have to say better labeling of DNA I have over 100 samples in my crafting station andI have to scroll throught them all to find the Ancient Graul DNA.


CL Meter during experimentation, would kill for this


More clothing tissues would be good.


Annago




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Windsplitter
Mon Jan 19, 2004 9:02 am
#65

could we have more colour options? cos at the moment its pretty limited, esp for some creatures. white isnt really white on a brakaset, more like a light grey. and, on a razor cat, shouldnt we have the option to create a fully black cat or a black cat with yellow markings etc? Maybe a primary and secondary palatte can be introduced, maybe even colour of eyes?




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