Bio Engineer Archive

Thread: Bio-Engineer CU issues

Dorelli
Sun May 01, 2005 12:23 pm
#53

It was in the 'known issues': Krayt dragons are spawning at the wrong levels. It takes about 3 minutes to kill one now with a small group of players. I'm sure they will fix it since this seems to be the creature they care the MOST about on all the planets.


PetStim - annoyance: /agree


Dorelli





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Erinys
Sun May 01, 2005 10:08 pm
#54

Please, please, please fix pet crafting. The Geneticist BE's are all sitting around twiddling our thumbs until this gets fixed or we give up and cancelour accounts. At least give us some sort of idea of our priority level in the giant list of things to still fix. I know that the focus right now is on fixing the combat bugs, but please Devsjust don't forget those of us who have been through all the previous BE "fixes" and bugs and who are now trying to play with a broken profession. I've been a BE for well over a year now and I'm willing to be patient but I need to know that these pet issues will in fact be addressed.




Erinys Anax - Master Bioengineer
_________________________
BE Pets and Tissues by Erinys
Basinia, Naboo
Chilastra
-3823, 6166 - right off the Basinia Shuttleport!

Khristen
Sun May 01, 2005 10:31 pm
#55

Is the issue of not being able to use Advanced components in things that call for the regular ones (Stim A, Bs, and Cs for example) something that is intended and something that is going to stick around? I suppose I can understand on some level if it is (so that there is actually a use for those schematics besides just grinding), but that really puts a big strain on factory time/storage. It takes long enough to run ABECs, but if I have to run ABECs *and* BECs I'm going to need an awful lot of factories!


I'm trying to wrap my head around all the new med stuff. I was a Medic a long time ago, and I know the Advanced components could always be substituted before. Sorry if I'm asking something that was stated obviously somewhere else.







| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
WineGuyJr
Sun May 01, 2005 10:47 pm
#56






Khristen wrote:

Is the issue of not being able to use Advanced components in things that call for the regular ones (Stim A, Bs, and Cs for example) something that is intended and something that is going to stick around? I suppose I can understand on some level if it is (so that there is actually a use for those schematics besides just grinding), but that really puts a big strain on factory time/storage. It takes long enough to run ABECs, but if I have to run ABECs *and* BECs I'm going to need an awful lot of factories!


I'm trying to wrap my head around all the new med stuff. I was a Medic a long time ago, and I know the Advanced components could always be substituted before. Sorry if I'm asking something that was stated obviously somewhere else.






It's intended. No more 'overpowered' lower level stims. Not that it would really matter since the people who wanted overpowered stims before are all pretty much able to use the high-end stims now (though I have met a few level 56-58 combat toons). So it goes.




----------------------------------------------------------------------------------------------------------------------------
Pavadin Spencer
Master Swordsman / Master Doctor
Ponder Stibbons
12 pt BE / Master Merchant / 14 pt Master Artisan
Fenix-
12 pt Master Weaponsmith / Master Merchant

----------------------------------------------------------------------------------------------------------------------------
All Acounts Canceled on 11/17/05
Eskie
Mon May 02, 2005 4:37 pm
#57



deepthought_42 wrote:

You wanna talk about bugs …. I spent most of the weekend working making the new buffs. I started from scratch make every little component that the new schematics required and to my surprise they were no better than the buffs that were converted from pre-patch. I used uber everything to make them, they came out with 300 more power than the converted ones and still had the same effect. 10% health increase for a whole 47 mins. I am not sure but when did crafting meds or anything else for that matter have something to do with combat ??? Who decided to make the stats on the resources meaningless ?? Who thought it would be a good idea to make people stop adventuring once every 47 mins to get buffed would be fun ???

I am not sure about the same results from making the bacta toss, spray or injection but save your uber resources for when they get it fixed.

Sereenity – Master Bio-Engineer –Tempest





a) nobody will have to come back to town every 45 mins to rebuff - a doc is supposed to be in the hunting group
b) the buffs you would make from inferior resources would have less duration. Quality currently only has an effect on duration, although docs and BEs would like to see it having an effect on power, also.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Eskie
Mon May 02, 2005 5:41 pm
#58



deepthought_42 wrote:

You wanna talk about bugs …. I spent most of the weekend working making the new buffs. I started from scratch make every little component that the new schematics required and to my surprise they were no better than the buffs that were converted from pre-patch. I used uber everything to make them, they came out with 300 more power than the converted ones and still had the same effect. 10% health increase for a whole 47 mins. I am not sure but when did crafting meds or anything else for that matter have something to do with combat ??? Who decided to make the stats on the resources meaningless ?? Who thought it would be a good idea to make people stop adventuring once every 47 mins to get buffed would be fun ???

I am not sure about the same results from making the bacta toss, spray or injection but save your uber resources for when they get it fixed.

Sereenity – Master Bio-Engineer –Tempest





a) nobody will have to come back to town every 45 mins to rebuff - a doc is supposed to be in the hunting group
b) the buffs you would make from inferior resources would have less duration. Quality currently only has an effect on duration, although docs and BEs would like to see it having an effect on power, also.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Zioc
Tue May 03, 2005 2:56 pm
#59

Hay all i'm still a bit new to BE but im not new to crafting (decided to go BE with the CU). any way i have found a way to keep your pets controlable and not have the 140+... find a wood mites on Rori and other insects(atlest for flurry) they appear to have Foritutde of ~700-900 and one in that range appears to bring the level with in reson.


however after this new patch on may 4 all of this may be fixed as well. but i am hoping they will let us sample above our CL. i am a MBH and my BE is 0/0/4/2 wich makes my CL only a 55. wich makes it hard to sample the better creatures. however i have found rancors that were green (cl50) but they appear to be very rare.


but i have noticed that if you rebe a pet the dna sanples are more acceptable.


i have also noticed that the medicen's have not changed componets much and i like that because its not hard to get rescources that will work with both BE pets and meds.


Eback Odosota from Flurry
Eclipse-Delfi
Tue May 03, 2005 4:12 pm
#60

I've got a much much bigger issue than the previously listed issues, it's about resources, economy and crafting.


The Bacta Infusion Enhancer:


bact infuse enhance
75 talus scaley hide
200 reactive gas
9 adv solid delivery shell 144 dom oats 144 dolovite iron
9 adv resiliance compound 216 tolium reactive gas 216 class1 radio
9 adv infection amplifier 252 eleton reactive gas 252 titanium alum


That's 1224 NAMED resources, 75 hunted resources and 200 units "any": 1499u


Manufacturing is estimated at 84 minutes per item (includes subcomponent) and may be as high as 98 minutes.


If I have to pay someone to hunt the talus scaley in bulk at "best" it's gonna be 50c/u: 3750c


Minimum cost of harvesting the rest is 1.4c/u... it all comes up to minimum manufacturing cost of about 7075c per item, which if these were as powerful and useful as say a power 945 3:30 2640 strength stamina buff, they'd be worth making.


BUT this is simply, at best, a doubling of duration and power of /bactainfusion and thus almost completely worthless. That doesn't include the cost of the original part. The use of 9 of each subcomponent is insane.


Add to this issue the fact that thereis NO /shock enhancer, which would be the only one worth this muchdifficulty and cost, and you get the end result that these items shouldn't even have been included in the game. All the enhancers use7 8 or 9 subcomponents of each class. If weaponsmith was this insane we'd all be TKM because nobody in the game would even bother making more than a CDEF.


Above and beyond this fact is the existance of theInfection Amplifier and the Resiliance Compound


WHICH AREN'T EVEN USED IN ANY SCHEMATICS?!? so what, pray tell us, is the point of evenbothering to change anything involved in the medicine crafting? (Weaponsmith has "ammunition feed" which isn't used now too, it was used, in launcher pistols and striker pistols and the rocket launcher, but not any more, nothing uses it)





SWG.Eclipse.Delfi

Busukaba
Tue May 03, 2005 7:21 pm
#61

I'm going to bring in some thoughts from another thread and see if you guys agree to what I'm thinking here. There is another thread about post CU experience and pet making. The idea is that the DNA you get, and it's usability is based on your own CL. We have been noticing that creatures at or below your CL are around 800 fortitude and those +1 CL and above give you 1000 fortitude. Creatures that are far above your current CL will yield multiple 1000 stats. Conversely, the lower CL creatures tend to have absolute crap for stats. Anything I sampled level 14 and lower only had dependability as the only stat above 100. While I'm sure this is helpful if you blend the higher level creatures with these lower level guys, if it is based on your CL, what do the BEs who do not have any combat ability do if they want to make pets?


Now these are just the observations of a couple of CL 19/20 guys and maybe we're wrong. I have heard that anything above CL25 has 1000 fortitude no matter what CL you are. So, what are your observations? There are folks out there talking about being able to make CL 10 creatures and talk of people still being able to use the some of the old Uber CL 10. I just made a CL156 bearded jax using 5 samples of AA Ronto DNA (cl 17 creature) using 5 experimentation points. It had light armor, 2560 HAM and could do up to 240 dmg. I also made a cl 5 bearded jax using 5 Ronto DNA samples of AA and higher and not experimenting at all. Funny thing was that, while the damage, armor and HAM were higher, the resists (if they mean anything anymore) were actually higher on the level 5. So, um, I guess I'm totally confused as to how anything works anymore.



Waivveen


Dorelli
Wed May 04, 2005 1:10 am
#62






Busukaba wrote:

I'm going to bring in some thoughts from another thread and see if you guys agree to what I'm thinking here. There is another thread about post CU experience and pet making. The idea is that the DNA you get, and it's usability is based on your own CL. We have been noticing that creatures at or below your CL are around 800 fortitude and those +1 CL and above give you 1000 fortitude. Creatures that are far above your current CL will yield multiple 1000 stats. Conversely, the lower CL creatures tend to have absolute crap for stats. Anything I sampled level 14 and lower only had dependability as the only stat above 100. While I'm sure this is helpful if you blend the higher level creatures with these lower level guys, if it is based on your CL, what do the BEs who do not have any combat ability do if they want to make pets?


Now these are just the observations of a couple of CL 19/20 guys and maybe we're wrong. I have heard that anything above CL25 has 1000 fortitude no matter what CL you are. So, what are your observations? There are folks out there talking about being able to make CL 10 creatures and talk of people still being able to use the some of the old Uber CL 10. I just made a CL156 bearded jax using 5 samples of AA Ronto DNA (cl 17 creature) using 5 experimentation points. It had light armor, 2560 HAM and could do up to 240 dmg. I also made a cl 5 bearded jax using 5 Ronto DNA samples of AA and higher and not experimenting at all. Funny thing was that, while the damage, armor and HAM were higher, the resists (if they mean anything anymore) were actually higher on the level 5. So, um, I guess I'm totally confused as to how anything works anymore.



Waivveen








Waiween,


I too have seen this distribution of fortitude. 0 on level 1's. 10 or so on level 11's. 800's on level 18's. 1000 on level 20+.


I have seen those numbers at both CL 31 and CL 38. I do not personally think that is dependant on your own combat level but that is just my own opinion.


What I *have* seen is that hardiness numbers tend to vary depending on the health bar of the animal that you are sampling from REGARDLESS OF THE ANIMALS LEVEL.If you sample individuals in the same group, the ones with higher Health will have higher hardiness at a ratio of about 15 - 17 points of health per point of hardiness.


Making pets:


The out of 10,000 new reporting on resists is not working properly on pets as far as I can tell Seems to be OK in the effectiveness samples but not if they are special protection and they add up wrong as well.


Take-home message:


I am pretty sure they need to address the basic pet making equations now. Until that time we may be limited to making 3K level 10's with 240 damage. I do not believe it to be a priority b/c 1. CH's can now tame many many animals they never could before so there is no shortage of CH animals. 2.CH's can now tame many level 10's (example - the Cupa is a level 10 now) and sell them. 3. Pet-making is working to a limited degree. 4. Other things in the game are broken and need attention and there are only so many programmers and testers who can address them. 5. BE has historically been the 'forgotten' profession and I don't think this is going to change.


Dor




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

kiowa27
Thu May 05, 2005 3:31 am
#63

certainly getting pet crafting fixed is #1 on my list as well, 2 would have to be the new meds (not bothering with anything but instant-stims atm) and honestly another high one on my list would be the fact that MBE gives nothing more than some sampling and a few schems, that just doesn't seem right and is making me consider dropping it. perhaps my priorities are a bit different because of being a MCH as well from day one but I'd really like to find out if petstims and instant-stims using the same 1 minute timer( that seem long to anyone else?) is intentional and or wether it's something that might be fixed at their leisure ( in which case it might be fixed about the time I've tried the other major MMOs out there and found the not to be swg and wandered back lol.. pretty discouraged with my chosen professions lately and trying to give them time
DarkDeathDude
Thu May 05, 2005 4:51 am
#64

What really frustrates me about these changes is the Doc Crafting, not so much the fact it is in BE but the ridiculousness of the new schmatics! As much as many liked to complain on the CU, i never tested it, and took it as it came, I have been a doc crafter since i started this game, and was kinda looking forward to the challenge of crafting the best meds and always improving my medicines


I am happy that the number of total meds used is now a lot less, there being one cure for poison/disease, one cure for all states(dizzy/Stun etc), but the actually ingredients are awlful, I know these have been choosen rather than randomly produced( or I HOPE so) so who was the person responisble? was it the hamster who runs the servers incharge of this too.


I will start off with the Sub components, firstly i hear rumours that you can only use components or Advanced components were listed, as oppose to either or depending on how u felt (anyone remember Veggie Stims, where u use CRDM in stead of ACRDM).


Next, and this I find the most ridiculous, the newly added Charges on all the Components. Before it was just power, unless you count ABECs(Advanced Biological Effects Component), but they are with charges too, some of the schmatics call for resource stats in experimental points for stats that dont exist. Sounds confusing, what I mean is this:


ALS (Advanced Liquid Suspension) uses specifically Dant Berries and Talus Water. This used to have power only stat, and with resoures spawned, I was getting 185 power, the Experimental points being PE/OQ. Now however it has charges and power, the Power Experimental points still call on OQ/PE but I cant get over 65 power with identical resources, and also i get 2 charges (in comparison, old ABECS theonly doc component with charges, had 25 as a max charge count, average 20).


I experimented the Power to the maximum since the charge count hardly increases at all, 3 blocks in experimenting takes you up 1 charge, before it was 3 times that or more.


Now this is the bit I like, the experimental points for Charges are UT and OQ. Well guess what people, neither the resources used have an UT stat, so we can never put anything into the component that does, since it requires Berries and Water!! This is very very dumb in my opinion, since you cant get UT into it!!! The whole schmatic is oxymoron!!! Whats more how can power drop from 185 to 60 using the same resources, what has happened to crafting!!! You guys have totally ruined it, so much so that it doesnt even make sense!! I used to like the crafting challenge, but now its broken before its launched.


Advanced Chem Release Duration Mechanisms are the same too, Solid Delivery Shells have UT so they are lucky, I havent had a chance to test these out yet, to compare what the new stats will be like, but I can imagine that the old days of power 67 to Advanced Chem Release Mechs has gone forever!!


Ok thats point One and one that needs to be addressed, since its it obviously not right.


My next point is the amounts of resources used in any kit, and the ratios of Doc components and CM components. Before 3 sets of componets were used in Doc Kits, and 3 different ones used in CM, with about 1 or 2 kits mixing that up. That small crossover never caused big problems, but at least in this set up, i could as a Doc concentrate on mining the resources for Doc components, and not CM. Now all of the components are in BE, bringing the total to double now. So now I have to keep my eye on not 6 but 12 Very specific resources, and thats just the components, the final assembly requirements are just as bad


Lets look at ratios. Before Docs used ABECs in just about every med kit, from 1 to 3 at a time. Now, however there is only one kit that calls for them it and it calls for just 2. However, the CM components are now used in practically every kit, and ADMs(Advanced Dispersal Mechanism) are the new favorites, with 96 componets used in the new medkits compared to the 2 ABECs. All hte old CM components now weigh so heavy in the medkits, that it is a safe bet to safe they take up 90% of the components used in all Kits.


So again I find myself amazed, since as a company you must know , us as customers, we use this game , spend hours find resources to mine, carefully stock up lots of stacks of the best quality resources for our crafintg to sell. So what do you do, u literally crap on us, from a great height. Almost all my carefully stored up resources are practically useless now, stuff i have paid for, paid hunters to hunt, mined myself, by paying for harvestors, power etc. So do we get any compensation? NO! Do we get our time back? Do we get anything? YES a ban from the forums for voicing our concerns at game changes!


Now what was in man time, months of effort and gameplay, which we pay you for, is wiped out in one quick patch, something I didnt pay for!! If you are going to make such crazy game breaking changes, at least do this much:


TELL US WHY!!!! EXPLAIN YOUR CHANGES!!! ADDRESS THE BUGS!!! NOT MAKE NEW ONES!!!!!






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Quilipie
Thu May 05, 2005 10:26 am
#65

I've been having an issue where some of the lairs seem to be bugged when they respawn or just randomly become bugged. When you try to sample the creatures it tells me I can't, even though I can sample creatures of other spawn points or even was able to sample creatures from the same spawn point previously.


I'm not sure if someone had the same issue that I haven't read yet since I haven't made it all the way through this thread.
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