Bio Engineer Archive
Thread: Top 5 Official Dev Response
Jadzer wrote:
TOTALLY Lost.... I have never been able to sample my own pets... how do you guys get 2nd and 3rd generation samples!!!... please let me know... I have full grown pets and I cant.
You can only sample from a created creature while it is in your Inventory, BEFORE you tame it. Once tamed you can not sample it. Please be aware that you can 'kill' the pet when you sample it. If you are real lucky you get 3 samples from it before it dies. If you are blessed it is possible to get 6 samples. I think that has happened to me 2 times.
Lyyfe'Takr - MBE, MCH on Lowca
Nothing is fool proof to a sufficiently talented fool.
Talthazar wrote:
5) The skill cost to be a BE is too high.
We disagree. Once Cloning is fixed, the value of Bio Engineers will increase dramatically. Its basically too early to comment on this and we should revisit it after the December Publish.
A few people mentioned this, but I wanted to chime in as well.
The majority of BEs feel that they have to know mask scent up to a decent level to be successful. BEs who don't want to spend their time spamming sales pitches in town all day long (which I personally hate) feel the need to take Artisan andget the merchant line to be successful.
These are not really things that are commonly farmed out to other professions.
Seriously, how many or you have started second accounts just to multiplay and have the ALT take care of surveying, managing the vendor and the harvesters, make stim componenets or place extra items on the bazaar?
I have.
Benechi
Benechi wrote:
A few people mentioned this, but I wanted to chime in as well.
The majority of BEs feel that they have to know mask scent up to a decent level to be successful. BEs who don't want to spend their time spamming sales pitches in town all day long (which I personally hate) feel the need to take Artisan andget the merchant line to be successful.
These are not really things that are commonly farmed out to other professions.
Seriously, how many or you have started second accounts just to multiplay and have the ALT take care of surveying, managing the vendor and the harvesters, make stim componenets or place extra items on the bazaar?
I have.
It is in Sony's best interests to have this happen, after all. So I don't think this will change, as enough people have two accounts to do what they wanted to be able to do with one, and seem willing to shell out a doubled subscription fee for the convenience.
My husband found the game boring after a month and a half, so I use his character to be my merchant, surveyor and all around mule. But I'll need to give that uponce his subscription gives out, because I'm sure as hell not wasting another $15/month just for that.
Talthazar wrote:
Talt, since the DNA samples that we get now ar similar, they should stack. Storage is a real problem. I have 4 houses now. Their exuse for not stacking them is unacceptable.
Similar items can't stack. A stack is basicly the stats of a single itemand a count value. The stats have to be identical to stack. We weren't really asking for these to stack, but a space saving containter and that's really the only part they've rejected outright is the space savings. Let's face it, everyone always wants more storage in any MMO I've played, but you just can't give people unlimited sotrage. It was along shot to ask for that part, but worj trying.As far as organization, there is no reason we can't continue to pursue this issue.
I am just getting in on this but I had to comment. I came from UO, and over there, I could put 2115 items in my house and had 125 personal storage and 125 bank storage per character, 5 CHARACTERS PER SERVER making my storage on one server might near 12,000 items. Something is whacky when I am told I get a total of 250 max in a building and 110 on person and 60 in bank one character per server. If Iworkj the loopholesand use med houses, I can get a total of 5 med houses for a total of 920 items.
I have a hard time believe that programmers doing a game 6 years later in the techcurve can do less than 1/12th the job storage wise.
My real gripe all along on this storage issue is in houses. Houses simply have too little storage. Even the smallest house in UO has 425 items
Inventory restrictions are in place do to data storage limitations, if I increase the amount of DNA you can store in any way it would have to be done such that the total amount of storage for the increased amount of DNA is equal to or lower than the current numbers. DNA also happens to be a very data intensive item which make this a very tricky thing to do. I wouldn't say it's never going to happen but it is extremely low priority considering the difficulty and all of the other important issues we need to address."
I would be happy enough if they didn't give us extra storage. But at least give us a storage device with an interface similar to the crafting tools where you can click on a tissue and see the stats in a side window. I spend more time in my labs clicking examine on tissues just to find the ones I'm looking for than I actually do crafting creatures.
Tune
I totally agree with the devs about skill cost. Weaponsmith and Armorsmith are the richest Sumo? I can't quantify that, but we've gotta be right up there with them. I don't think anyone with a straight face can say that we are underpowered right now or have no ways to make money. The only thing preventing BE from becoming THE crafting profession is the high skill cost to achieve it.
How did this get on our top 5 list anyway?
Re: stacking:
Realistically guys, I'm not sure what you all are asking for here. Has anyone really given any thought to this? I mean, I have 4 houses too, and would love to juse have 1. I was real upset like everyone when the reduced the amount of storage per house last summer and it seems they haven't lived up to their promise to resolve that issue.
But as far as stacking goes, is that logical? Ok, I can see that maybe all VHQ dna samples from a given animal maybe should stack. Just do away with the small differences from sample to sample of the same quality dna from the same animal. I mean who really cares if the intelligence of one sample is 452 and the other is 453. Makes no difference right? But would that really help us? I mean you'd still have potentially 3 stacks of dna per animal that you are sampling (one for each "quality"). Wouldn't seem to help much would it?
And of course it's a no-brainer that say VHQ huurton dna wouldn't stack with HQ huurton dna much less VHQ voritor dna right? That would actually make it impossible to manage from our standpoint.
As far as eggs go, I really have no complaint anymore. When I go dna harvesting now I ride around on my bike and within an hour or so have a stack of like 100 eggs without really trying. Couple that with the fact that there really isn't much market for advanced myoflex (much less the chef stuff) and I don't see an egg shortage at all. Now milk is obviously another matter entirely...
Tal, I have 3 droids and 2 petsin my datapad (I'm not a CH), and people are telling me I'm underutilizing droids and should get a 4th, lol. I'm not sure what you are referring to here.
Tal-N wrote:
As for using droids for storage space, that isn't an option now that people are not allowed more than 1 droid and 1 pet in their datapad currently.
The BE’s have a problem with stacking the DNA that they acquire as it has (at least) ten attributes. This makes it nearly impossible to allow it to stack normally. Well a while back we, the Artisans, were told that our item, the creature habitat, would be useful at some time in the future. I think this might be the perfect place. Allow DNA to be stored in the habitat.
Now please bare with me as I detail this out. I have it straight in my own mind, it’s just going to be interesting to make it intelligible to everyone else.
Change the Creature Habitat so it has three attributes (which can be experimented on), Quality, Storage, and Types. Now it’s going to be a little confusing as I switch between the Artisan aspect and the DNA aspect. When DNA is placed into the habitat it is averaged with the current DNA that is already inside. So if the current DNA (the one in the habitat) has an attribute of 500 and you place a sample in that has a value of 600 the new current value becomes the average of the two, or 550 and the habitat now has two charges in it.
Now the three attributes of the habitat:
The Quality should be a value from -.05% to -10%, in my opinion, and will be applied to the DNA sample’s attributes before it is averaged with the current value. Example: The habitat is empty and you place the first DNA sample in it. The habitat has a quality of -10% (it was a total failure in this respect). When you place the first DNA sample in to it the sample loses 10% off of ALL of it’s stats. So an attribute of 500 becomes 450. Now when you place the second sample in to the habitat it loses 10% from it’s stats as well. So lets say that we have our first sample already in the habitat so it’s attribute is 450 and you have a sample that is 500. When you place the 500 sample into the habitat that is -10% it drops to 450, so the average of the 450 current and the now modified 450 is 450.
The Storage capacity should be a value between 5 and 25. This is simply the number of DNA samples that can be placed into the habitat. I do feel that the habitat should not be able to be split and DNA should only be able to be taken out of the habitat during crafting. When a sample is removed from the habitat both the current and the maximum samples should be reduced. This will keep “super DNA” from being created. Even with 25 samples you shouldn’t be able to create super DNA. I do realize that this will make the creature habitat expendable, and I don’t really see a way around this. It is a bit of a trade-off, and I do apologize for that.
The last attribute I had was Types. This is the types of DNA samples that can be stored in the habitat. No this area will really show my lack of knowledge in the BE field as I don’t even know if this is an attribute that is tracked. By type I mean did it come from a durni or a rancor. I feel that each habitat when created should allow from one to five types of DNA to be stored in it and the types should be determined by the “sample of live creatures” used. This is the area I am going to be most vague on as I’m not even sure if this is possible.
The creature habitat should also be allowed to be renamed like backpacks can be.
Now I’m sure there will be a lot of feedback on this post, and I’m not trying to anger anyone with my idea. It’s just an idea like any other and as with everything it’s a trade-off. I don’t even know if this is possible within the framework of the game. It would allow the keeping of a lot more DNA for the BE’s and would provide another useful item for the artisans out there. Like I said earlier I’m not a BE and I don’t even know if this would work for you. I just hope it’s of some help.
Thanks,
Drogon Ope