Bio Engineer Archive

Thread: Please Voice Your Disapproval of the New Experimentation System with Us

Windsplitter
Mon Mar 08, 2004 8:49 pm
#53

lol, after screwing up the combat system, the jedi system and pvp, where else do you think they would look? obviously the crafting profession is next. Hey George...tell me about them rabbits...




Tenrai Master Ranger | Master Rifleman Chibi's Med Supplies and Chef Suzi's Cafe
BurningFist
MCH | TKM | Master Brawler located on Tattooine in Mos Luna
LittlePaw
Master Bio Engineer | Ranger at -2300 -4700


baumjoe
Mon Mar 08, 2004 9:04 pm
#54

to be onist the already **edit**ing screwed me over now they are screwing the ohter crafting profession's i am a be and they screwd me over they wont screw any one else over even if it come's to reb's and imp's have to work to gether let's protest in tets center
Windsplitter
Mon Mar 08, 2004 9:14 pm
#55






MonroeThanes wrote:

please take these complaints over to the WS forum on the link on the first page, this is the kind of stuff they need to see, and putting it all in one place helps us alot. hopefully theyll get the message before they allow it to go live






No dice man, after reading all the posts, it looks like they are going ahead with this "change" whether we like it or not.




Tenrai Master Ranger | Master Rifleman Chibi's Med Supplies and Chef Suzi's Cafe
BurningFist
MCH | TKM | Master Brawler located on Tattooine in Mos Luna
LittlePaw
Master Bio Engineer | Ranger at -2300 -4700


Windsplitter
Mon Mar 08, 2004 10:24 pm
#56



I know i know, petitions are bugged too...but what the hell eh?




Tenrai Master Ranger | Master Rifleman Chibi's Med Supplies and Chef Suzi's Cafe
BurningFist
MCH | TKM | Master Brawler located on Tattooine in Mos Luna
LittlePaw
Master Bio Engineer | Ranger at -2300 -4700


Arez_Olympus
Tue Mar 09, 2004 3:54 am
#57

I must be the only one who likes the new system



*
Arez Olympus
*
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MonroeThanes
Tue Mar 09, 2004 5:51 am
#58

bump



I'm Monroe Thanes and I approve of this message.
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Vote Democrat! They've got a traitor and an ambulance chaser this time around!
StarBase
Tue Mar 09, 2004 6:31 am
#59

As I understand the new system, we will be able toexperiment over the quality of our samples/resources. So if you use a low quality sample you still can experiemtn the results to the level of a high quality one. It will just obviously take a few more points.


Example: If your making a Merek Harvestor clone, you can on average get the health to 12k. With really good samples you can get 13k. Its up to you if you want to spend those extra points on the 12k one and get it to be 13k. In the current system you don't have the option and would be stuck with 12k.


Basically, if your going to use poor samples and choose to spend extra points to max out the line above what it would normally be, that is your choice to take the points away from other lines.


Stims? Same thing. If you have resources that would normally make us a 900 heal stim, the new system will alllow you to get it in the 1000's. Again its your choice to go beyond the resource quality limit and take the experiment points away from the charges.


It will still be to your benefit to use good quality samples and resources. It will be nice to have the option to max out a line, but just because there are empty boxes, doesn't mean you HAVE to fill them. I think people should be glad that we will have this option.
Spazzers
Tue Mar 09, 2004 9:35 am
#60






NancyJ wrote:

Doest affect tailoring at all, are you saying tailoring isnt a craft?

Unless someone takes the time to roll a BE on test we wont know how this affects us until it goes live.




It doesn't effect tailor because...tailors don't experiment. Tailor aren't hurt by this change but they don't gain by it either.


The correct statement should have been this fix effects all crafting that uses experimentation. Those professions that use multiple line experimentation stand to lose much more than those that use single or dual line.


All this fix does is punish those professions that rely heavily on experimentation. Last I checked creature creation relied heavily on experimentation. I can't see how this "fix" would not effectus in some fashion.


Message Edited by Spazzers on 03-09-2004 08:43 AM



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Seshemw
Wed Mar 10, 2004 2:32 am
#61



Spazzers wrote:


NancyJ wrote:

Doest affect tailoring at all, are you saying tailoring isnt a craft?

Unless someone takes the time to roll a BE on test we wont know how this affects us until it goes live.

It doesn't effect tailor because...tailors don't experiment. Tailor aren't hurt by this change but they don't gain by it either.

The correct statement should have been this fix effects all crafting that uses experimentation. Those professions that use multiple line experimentation stand to lose much more than those that use single or dual line.

All this fix does is punish those professions that rely heavily on experimentation. Last I checked creature creation relied heavily on experimentation. I can't see how this "fix" would not effect us in some fashion.

Message Edited by Spazzers on 03-09-2004 08:43 AM





Again, prove it. Seriously, we need one of our TC BEs to say how it actually affects us.
The only product I can guarantee is effected (as mentioned above, not by me) is pet stims, since they're a conventional mulitline product. Personally, that doesn't bother me at all. The default charges on pet stims aren't bad, and you can keep the effect...

The part that makes or breaks this, for the BE profession, are the UNconventional mulitline products.
Creatures.

The driving question on if BEs will be materially affected in a BAD way by the pub7 crafting changes all revolve around if the stats on DNA are treated the same as the conventional resources. If tehy are, it's bad for us. If they're not, it's actually BETTER for us (the assembly changes limiting critfails will be a godsend for DNA, as long as we're not blasted into the stone age with numbers fixed-by-CL-of-the-donor, not rotating spawns like normal resources get).
That is, in order to get a fortitude above 100, you have to sample an X CL critter.
If the phyique track, always based half on fortitude, is ten boxes deep but only 10% at best because of 100 fortitude, all of the low CL pets (using sub-1000 stats) are going to blow chunks comparatively, and only as you approach the highest makable pets will things improve (and even then, nothing like now, because you'd have to squander all of your points in one of the five lines to fill it).

THAT is the question. And it's pretty easily answered even by a non-master, who logs in and checks dna samples against clone engineering track depth, then does the same on a live sever with similar samples.

Anyone who exists on TC care to rise to the challenge? We have a plethora of non-TC BEs who can do something with the same critters out here to test the results against if they're posted.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
loomis001
Wed Mar 10, 2004 11:02 am
#62

CLONE SYSTEM WILL NOT CHANGE. becasue resourse quality dont matter for be



Member of the inqusitor of the Imperial Navy, imperial dark jedi
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