Bio Engineer Archive

Thread: Hot Issues

SkinnerOne
Sun May 30, 2004 5:17 am
#53

I'll take that a step further.....



Storage in general. Why not just raise the stacking limit to 999,999? That wouldn't screw up any test formatting at all.... It would allow us crafters to be able to store a bit more in our houses and eliminate all these factories being used as warehouses.






Skinner - The restless Wookiee, Master Rifleman, Almost Master CH
Pawnee - Master Bio-engineer, New Acropolis, Naboo
SkinnerOne
Sun May 30, 2004 5:24 am
#54

I would like to see Master BE's given the ability to see the level of the creature they are examining. Scouts get this ability and we have scout skills. But beyond this I cannot think that somebody so closely associating with creatures would not know the "Level" of that creature.



Storage in general. It would be nice to see the stackng limit take to even 500,000 per stack.... or better yet, 999,999 per stack. It takes a HUGE amount of resources to make some of the things in this game. I quite regularly sell a million ore or other resources. It would be nice to be able to stack it in larger size stacks!



Schematics should be NODROP/NOTRADE items.



BE Pets should have a limited lifespan. Give us some guarenteed obslescence here to promote future sales and production. It works for cars and big appliances!





Skinner - The restless Wookiee, Master Rifleman, Almost Master CH
Pawnee - Master Bio-engineer, New Acropolis, Naboo
NancyJ
Sun May 30, 2004 5:27 am
#55

And as for the 3 correspondants ignoring YOUR personal issues, I'm assuming I'm included in that - well it might help if you actually posted your issues rather than expecting us to be mind readers.
As kevm has said - the top 5 issues are a representation of the top 5 issues as voted for by the community. I have seen no evidence to suggest that specials contribute in any way to the CL, let alone ae specials that dont pass through to the clone.
If you can provide some solid evidence of this then I'm sure the community will wish to re-evalauate their personal issues but since you are to my knowledge the only person who has experienced a problem with it then its not going to get in the top 5 without any proof.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Kevm
Sun May 30, 2004 8:05 am
#56






SkinnerOne wrote:

I would like to see Master BE's given the ability to see the level of the creature they are examining. Scouts get this ability and we have scout skills. But beyond this I cannot think that somebody so closely associating with creatures would not know the "Level" of that creature.


CH's don't have the ability to see the CL either. Its a perk of having Master Scout so its not going to be given to us. There are few enough perks for Master Scout as it is.


Storage in general. It would be nice to see the stackng limit take to even 500,000 per stack.... or better yet, 999,999 per stack. It takes a HUGE amount of resources to make some of the things in this game. I quite regularly sell a million ore or other resources. It would be nice to be able to stack it in larger size stacks!


In the lastest 19 Answers TH has said the stacking sizes are not going to change. Be thanksful, originally we were only supposed to be able to do factory runs in quantities of 100, not 1000.


Schematics should be NODROP/NOTRADE items.



BE Pets should have a limited lifespan. Give us some guarenteed obslescence here to promote future sales and production. It works for cars and big appliances!


It would be nice, but they'd have to do that to pets too, and vehicles, and CH animals, structures, etc. So I don't see it happening.





Message Edited by Kevm on 05-30-2004 10:11 AM



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
Kevm
Sun May 30, 2004 12:46 pm
#57






grelgen wrote:

Now the stuff that always gets ignored:


Special attacks that do not add to the clone (aoe bleeds and force strike, etc.) still add to the CL of the Clone. What are you talking about? If the special isn't there how is it adding to the CL? Do you know the CL calulation?


When these Attacks do not add to the clone, how fair is it to the person who risked more trouble getting DNA from something that can AOE BLEED? Actually, there being something in the wild that BE's can't do makes sense. Its a perk of the CH class that they can have some pets that are better than BE'd pets.


We cannot Experiment CL down, like the way Doc/Med can experiment down the Med use req on stims. We can't experiment CL down, but we certainly can keep CL's low by careful use of our experimentation points. With the creature balance that occured and the Devs reducing the the non-ch CL from 15 to 10, plus the fact BE pets are moregenerally more powerful than an equivilent wild pet of the same CL,I don't see them allowing us to lower the CL while keeping that same stats (that would make them even more powerful). Of course them doing something like this, they would have to let us see the CL as we experimented, but you've already said that any CL requests will get a 'no'.





I saw your 'good bye' post, and I'm sorry you feel jilted that your important issues haven't made it into the top 5, but its the Top 5 of the whole profession and if yours aren't there that must mean the majority of the profession doesn't share your feelings, or doesn't rank them above the other requests.




Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
grelgen
Sun May 30, 2004 12:50 pm
#58

i understand you sentiment, kevm. But i condem you for not noticing what im talking about. I condem this whole correspondent system for not considering it a possiblity, that I may actually know what the hell Im talking about.



BE?
Kevm
Sun May 30, 2004 12:55 pm
#59







grelgen wrote:
i understand you sentiment, kevm. But i condem you for not noticing what im talking about. I condem this whole correspondent system for not considering it a possiblity, that I may actually know what the hell Im talking about.







Who the hell are you to 'condem' me? You explain what it is you think you know about AOE specials adding to CL's of pets even tho we don't get the AOEs. You explain that and offer some proof to what the hell you're talking about, and then maybe, just maybe someone will think its important.


You coming here and bitching that your issues are always ignored is BS. Maybe if you had other ppl who agreed with you then you'd see your pet peeves on the list. But until you can offer something remotely understandable and not some vague comment that I've never seen mentioned by anyone but you, don't expect it to be a major concern for the rest of us.


You want ppl to think you know what you're talking about? Then show us what you're talking about. Offer proof, examples, formulas, something other than us having to take your word for it.


Until them you 'condem' yourself to being ignored.


Message Edited by Kevm on 05-30-2004 03:01 AM



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
grelgen
Sun May 30, 2004 1:10 pm
#60

lol @ 1 example. you dont read past a couple sentences evidently. You can reproduce this activity with ANY creature that has a special that is unclonable. The resulting CL of a clone that is an exact copy of another creature minus a powerful special attack should be less than the CL of the source creature.


Also, with your nuna example, IT STILL HAS IT'S SPECIAL. And you are misleading your self if you think taking 5 cl 9 DNA and experimenting on it only once will produce a CL 10 animal.


You dont have to take my word for it. go do some testing. im done testing, I know the system is still broken.



BE?
NancyJ
Sun May 30, 2004 1:19 pm
#61

Dwarf Nuna are cl5 not 9 and have NO SPECIALS. There has been no evidence in the past to conclude that specials have any baring on the final CL of the creature - fi you have evidence to the contrary including evidence to support your theory that AE specials increase the Cl of the clone without transfering to the creature then share the information with the rest of us - otherwise you will continually be 'ignored'

Yes I could spend my time investigating this problem that as yet only seems to be affecting you - OR I could spend my time investigating the invladity issue that is affecting everyone.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



grelgen
Sun May 30, 2004 2:04 pm
#62

the mere idea that specials do not add any cl to a creature makes the bile in my stomach churn. For suggesting such a stupid premise I have no other recourse but to write you totally off.
If you want to believe that

4000

4000

4000

2.0

50-60

.30

sp1

sp2


isn't any less difficult than


4000

4000

4000

2.0

50-60

.30

sp1: strong disease

sp2: dizzy


You are hands down crazy. And if you want to defend a system that can have this kind of result where both of the above animals have the same CL, you can have it.

Message Edited by grelgen on 05-30-2004 04:05 PM



BE?
NancyJ
Sun May 30, 2004 2:08 pm
#63



grelgen wrote:
the mere idea that specials do not add any cl to a creature makes the bile in my stomach churn. For suggesting such a stupid premise I have no other recourse but to write you totally off.
If you want to believe that
4000
4000
4000
2.0
50-60
.30
sp1
sp2
isn't any less difficult than
4000
4000
4000
2.0
50-60
.30
sp1: strong disease
sp2: dizzy
You are hands down crazy. And if you want to defend a system that can have this kind of result where both of the above animals have the same CL, you can have it.

Message Edited by grelgen on 05-30-2004 04:05 PM





I never said any such thing.

I said that there has been no evidence to suggest the the Cl calcuations take into consideration the special attacks on a clone.
As I have said many times before, if you have evidence to the contrary please share it.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Kevm
Sun May 30, 2004 2:10 pm
#64






grelgen wrote:
the mere idea that specials do not add any cl to a creature makes the bile in my stomach churn. For suggesting such a stupid premise I have no other recourse but to write you totally off.
If you want to believe that

4000

4000

4000

2.0

50-60

.30

sp1

sp2


is any less difficult than


4000

4000

4000

2.0

50-60

.30

sp1: strong disease

sp2: dizzy


You are hands down crazy. And if you want to defend a system that can have this kind of result where both of the above animals have the same CL, you can have it.






Fine Grelg, since you seem to think you're some BE god that knows the system better than anyone else who's in the profession, then please enlighten us. In the above example, how much does the Strong Disease add the the CL? How about the Dizzy Strike? What is the CL difference between Medium Poison and Strong Poison?


It seems appearent that Light Armor adds about 8 CL to a pet with comparable stats but no armor, so what does the above example add to the CL of your clone?


All you do its **edit** and moan and insult anyone who doesn't believe the same things you do, but you offer absolutely no proof to anything you say.


I'm done with you on this unless you can offer something of substance. You've already said you're quitting because the system you see is broken and you feel like you're being ignored. You've said goodbye and you'reselling all your crap for 50 credits on your server, so as far as I'm concerned you're nothing but a malcontent who wants to go out complaing, and crying, and blaming other ppl for not listening to your supreme wisdom.


Message Edited by Kevm on 05-30-2004 04:12 PM



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
SomeUser
Sun May 30, 2004 2:24 pm
#65







SkinnerOne wrote:

I would like to see Master BE's given the ability to see the level of the creature they are examining. Scouts get this ability and we have scout skills. But beyond this I cannot think that somebody so closely associating with creatures would not know the "Level" of that creature.


I would like to have to ability to "see" the CL of a creature that I am creating/experimenting. Once that process is over though I think the ability to see CL levels of tamed/wild creatures should restricted to whatever level in scout the DEVs have deemed that ability to be gained it (as it is right now that is M. Scout).


Mixing different profession's abilities/skills together can unbalance the game as the whole point of skills/abilities being in one profession and not the other is to limit a character's power.


If we were to go down that sloop we could also argue that we as BE should also have CH skills of some kind... Or that weaponsmiths should have ranged/melee profession certs...



Storage in general. It would be nice to see the stackng limit take to even 500,000 per stack.... or better yet, 999,999 per stack. It takes a HUGE amount of resources to make some of the things in this game. I quite regularly sell a million ore or other resources. It would be nice to be able to stack it in larger size stacks!


If they did this that would mean players could stack 15mil resources per small/med house...10mil per factory.. or a max of 100 million per 10 lots (using all factories).


Who would benefit the most? Powerplayers. What do most powerplayers also have/do? 2nd+ accounts and multiple lot swaps.


I can see the potential for a few people to be able to stock up on all the best resources and place a monopoly on those resources and/or place a monopoly on the products those resources could make.


I would hate to imagine what would happen if a established armorsmith could push out 100s of top quality armor a day 24/7 for the next 1yrs+ destroying any competition that didnt have the same equal resources.


However, I would like to see DNA storage addressed. As it stands right now, the most a BE can store DNA wise is 1000 DNA samples. This equals 200 possible clones minus any crits. Again, that is using **ALL** the lots you are provided by SOE.


This is just unacceptable. Considering that we create many variations of creatures that use different DNA and that many creatures have to be multi-gen sampled (which usually requires that we add in fresh DNA with the sampled DNA) we, at any given time, could likely make no more then 50 creatures **if** we stocked all our lots with DNA.



Schematics should be NODROP/NOTRADE items.


Not going to happen. TH already stated there will be more limited schematics and perm schematics added in the future as quests and loot drops.


Plus you couldntstop this practice anyhow. All one has to do is give admin rights and haveone drop a schematic in a factory.


One could argue this would cut down on schematic trading as it would be more of a hassle. I say to those people, "You're shooting yourself in the foot". Chefs are going to be more then willing to throw another 50k a BE's way to come drop a schematic... However a M. Doc (who can make some nice cash flow buffing) isnt going to be so willing to come drop a few adv. subcomponents in your factories for the same amount.


I already posted on this topic... Certain "high value" items (like additives) need some additional steps on the BE part to curve the ease of trade that exisit now with them.


Click here to see my post on this


It might be a better alternative to trying to lock schematic



BE Pets should have a limited lifespan. Give us some guarenteed obslescence here to promote future sales and production. It works for cars and big appliances!


I say BE clones should decay upon each incap (DB or not). Wilds should only decay upon NPC/creatures that DB. I also think wilds should not decay in PvP... or at the very least the decay should be reduced.


The effect would hopefully be:



  • Boost to CHers. They can now use their pets with more frequency in PvP and wilds would have some "value" while at the same time not competing stat wise with our Clone pets

  • Sales of our elite made pets would go up since our pets would wear out slightly faster.

  • Sales of lower end pets would go up since more people would want to be CH and would need grinding pets.

  • Sales of pet stims would go up since more people would be CHers and there would be more pets in PvP.

Whatever we do though it must enhance the CH profession NOT take away for it or make it less desirable.


The larger the CH community the larger our pocket books


Implementing any system that would make pets any more worthless will only result in even less CHers. That would offset any sales in our clones via lack of demand as well as our pets stims.





Message Edited by SomeUser on 05-30-2004 04:31 PM

Message Edited by SomeUser on 05-30-2004 04:38 PM





Vezek


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