Bio Engineer Archive
Thread: Please Voice Your Disapproval of the New Experimentation System with Us
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.
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
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.