Bio Engineer Archive

Thread: Top 5 Input needed.

OnyxStormhaven
Thu Mar 04, 2004 8:44 pm
#53

1. Looting rights
2. make sampling less mind intensive
3. more creatures
4. document, document, document. this is the most complicated profession, and the least intuitive.
5. sample above CL 70 at master level
Tal-N
Sat Mar 06, 2004 7:49 am
#54


  • The Blood sample concept which solves 2 of our pressing issues (storage space and need for maskscent)

  • A fair trade off between HAM/damage and damage/HAM if the CL remains unchanged

  • Full documentation of critical things like how CL is calculated

  • Fix AoE special attacks, there's no reason why a clone shouldn't be able to have them

  • Want better control over the stats in clone crafting to avoid alot of the randomness



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Tal-N
Sat Mar 06, 2004 8:00 am
#55

Also put me down for removing the maximum dna sampling cap, alot of the community is familar enough with roughly how the system works to realise that mixing CL100 dna with CL50 will give you an untamable pet. The bottom line is that given the other restrictions in the game to stop people from taming and controlling CL70+ animals it's reasonable to as for the 'training wheels' to be taken off of the profession so we can have a little fun with our new bike that we have learned to ride. I'm sure Keldarin hasn't forgotten that the profession did used to be fun when we could sample from Kimogila and such simply because it was a challenge.


It looks like the dna storage issue is on alot of peoples list, maybe I should do another full write up on the Blood Sample idea so people are famlar with it again. Then you can just present it to the devs and say, "we'd like it to work like this... can you do it?"





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

jsprada
Mon Mar 08, 2004 3:21 am
#56

Top 5:


1) Show CL while crafting DNA template


2) enable the uber specials (plague strike, force strike, poison spray, etc) to come through in DNA templates


3) show the name of the person who created the pet when someone does and /examine. Just like weapons/etc.


4) Let us put DNA template schematics in a factory. (DNA cant be identical, but same quality/type can be used in the factory)


5) better colors for the pets, loosen up the pet colors so they arent so "natural" - we are creating freaks of nature, let them look like freaks of nature if we want them to be.


Thank You!

Nanako, Flurry

-115 -5740 South of Coronet in the <LoV> Mall



Name: Nanako
Server: Flurry
Daota
Mon Mar 08, 2004 2:09 pm
#57


1) Documentation of the cloning system.


2) A better clothing enhancement system, so people can benefit from bio-engineered clothing without cramping their style. All clothing should allow enhancements based on the body slots it occupies - the type of clothing should not restrict the type of enhancement possible.


4) Skill tapes! A bio-engineer version of the Crafter's Apron would be nice too.


5) Increase the supply of creature resources. I don't care how, as long as I can get more! Or reduce the amounts required in our recipes, substitute more flora resources or something.


--

Daota
Cylenthia_Tavishaun
Tue Mar 09, 2004 2:06 pm
#58

1. Documentation, Documentation, Documentation - Please let us know what is calculating the final CL.

2. Removal of critical failure and/or treat it like Architects are treated (hint, yeah it does take a long time to gather Mutant Rancor DNA and other high end DNA and you CRINGE when it crit fails)

3. Removal of planet specific resource types (i.e. Dathomirian Insect Meat)

4. Step down ability so we can experiment in reverse (i.e. we take fortitude to 580 and we need it at 501)

5. Mutated clones (i.e. Geonosian Lab Clones) give us the ability to work with Droid Engineers to combine Organic clones with Droid Engineered parts to make super clones. (i.e. Ferocious Durnis with frickin' laser beams on their heads).






Cylenthia Tavishaun
Master Brawler | Master Swordsman | Master Pikeman
Warrant Officer I, Imperial Army
Daughters of Allya (SHE)



BravaMF
Tue Mar 09, 2004 9:46 pm
#59






OK here are my top five:


1)Documentation on the ins and outs of cloning - it is currentlytoo much of a guessing game!


2) More control of creature level during experimentation (including being able to experiment up and down) and having the CL display on the DNA template.


3) DNA storage - the house storage limitations are already a problem without dna sample inventory adding to it!


4) Display name of creator in examine window once a BE creature has been tamed. It's nice to get a little credit and free advertising


5) Being able to harvest from creatures sampled to death.



There are many other issues I'd like to see resolved and more features in general to be added to the profession (like more creature skins). But the above list would address my most immediate concerns and would make my job a lot more enjoyable!




@}-'--;------
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potatotr0ll
Wed Mar 10, 2004 1:21 am
#60

#1 ISSUE:


We need something to hold all our DNA samples. Im sorry but like someone said up top, they have all their houses filled with the stuff, which is crazy. Not to mention our "Tool Chests" and Armoires and such can not hold anything (although it should, and it shouldnt count toward the max number of items in the house) I waste a ton of credits traveling to endor and back to my house on Naboo, just to get there and start deleting the samples that are crappier cuz i dont have room to do anything with it. DNA samples shouldnt really take up much space. A DNA sample should not take up the same amount of room that a T21 takes up. Maybe make it where 10 DNA samples take up one slot in inventory, or like someone said up top (sorry forgot your name) make a BE only pouch or something. Maybe this would be a good thing to replace the lack of the limited scheamtic Crafter Apron's for BEs or clothing attachments. I will take the DNA pouch over the crafter's apron any day, saves me ALOT of trouble.


#2 ISSUE:


We need birds and snakes. Its nice having all the new pets that we can make, but hey, yu get sick of making 4 legged animals. Birds are a very nice thing to have. They will give an alternative choice from Razor cats, gurrecks, and gurrcats. (Since this is mainly what people want due to their speed) Whats the point in having a rancor that you cant see past, when you can have a gurrcat that runs alot faster than the rancor, keep up with you on a landspeeder or anyone else for that matter, and can still be as lethal. Alittle odd, and I get alittle bored making the same 3 cats over and over. Maybe make some other useful, and wanted pet types.


Many more issues to come when I can remember them.



Ferros Fireheart - Master Fencer/ Master Creature Handler
BraccusD
Wed Mar 10, 2004 1:51 am
#61

1) Outrageous meat requirements on some chef tissues. Umm, right now just seems to be nutrients are ok.


2) Harvesting eggs for dancers and mollusks for rifilemen? Rethink the resource requirements to make it more in line with which tissues are more valued. This puts mollusks close to fish which would be time much better spent on stim Ds.


3) Cloning system and failures giving better results....get a good way to find CL.


4)Display CL during experimentation.


5) More tailor tissues.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
TheNola
Wed Mar 10, 2004 1:38 pm
#62

1. I'd like to see the "resists" on the DNA samples separated into two groups - Effectiveness and Special Protection.


2. The restraint resistance stat is not shown on DNA samples.


3. I read that there are bugs with some creatures not having the ranged attack when they're supposed to. Not sure if that's a bug.


4. Lessen the chances of DNA sampling failures.((I'm a master BE and I still have many failed attempts in getting the DNA of a huurton pup))


5. #1


--- Yes, I really want that #1 idea I put down, lol ---





-+*+-+*+-+*+-+*+-+*+-+*+-+(SRNTY)+-+*+-+*+-+*+-+*+-+*+-+*+-
Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

TheNola
Wed Mar 10, 2004 1:57 pm
#63

Wow, I just read on other people's ideas, and some of them are soo nice. Let me do another "top 5" ... Hehe.


1. Challenge Level visible in the crafting process!


2. Make birds craftable. ((So we can put them in the Nemoidian Bird Cages.))


3. I'd like every DNA sample's title to tell me the kind of creature it came from. (i.e. Above Average DNA Sample of a kreetle-- that "of a kreetle" part)


4. Creature size options. (I don't think that's too important, but as a geneticist, I think I should have the ability to "stunt" a creature's growth, or size, right?)


5. I don't know.



"The reason Harvest, after DNA death isnt on my list: Balance. It is rather unbalanced for BE's to be able to solo a lair, get great DNA, and then get all the resources needed from those same mobs." - Said by Cwhippie.


My comment to that quote: I agree with Cwhippie. As nice as it would be to be able to harvest the DNA-sampled creatures after they're dead is a great idea, and yes - I do wish that were possible, but that would be too greedy. There is an economy in this game... balance is indeed very important... so no, I don't want that "harvest after dead" idea.





-+*+-+*+-+*+-+*+-+*+-+*+-+(SRNTY)+-+*+-+*+-+*+-+*+-+*+-+*+-
Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

Usagi44
Wed Mar 10, 2004 3:11 pm
#64


I suggest the following:


1. More skins, colors and sizing ability. The skins should include flyers, snakes, frogs, others. One idea is tohave special skins available be available only through quests. Colors should be the range of colors available to the eye andincrease in option as the BE increases in level (much like IDs). Sizing should allow us to make only a baby, dwarf, or other reduced animal (including a reduction in stats too - otherwise we wouldhave a bunch of baby kwi at cl50 levels - funny, yes but some trade some be given for the ability to customize a creatures size)


2. Looting and Harvesting of meat, bone, hide, etc from things that die from our DNA Sample oops. I might be able to understand that a bad DNA sample contaminates the creature so that you cannot use the harvested items (hence no harvest) but that would not stop you from picking up the loot it carries. (no, no... the skilltape is also contaminated)


3. A guide to cloning. Not all the secrets have to be given away (a part of the fun for me is the unknown result of combining animals and some aspect of that should still occur) but I have to agree with the majority and say that being mostly in the dark about our profession is frustrating. I am by no means suggesting that we become a cookie cuttercraft.


4. CH should be able to tameand use BE pets above their current level limitationfor wild pets.This would allow for a unique bond between professions.


5. BE pets should always retain their creator's name.



Aberdeen Iok
Master Carbineer, Novice Creature Handler
Former BE - Wanderhome
Tal-N
Wed Mar 10, 2004 5:24 pm
#65





4. CH should be able to tameand use BE pets above their current level limitationfor wild pets.This would allow for a unique bond between professions.


A BE pet is already designed by the system to be equal to wild mobs several levels higher. So in effect a CH who can only control a CL12 pet when they use a CL12 clone are actually controlling a pet that is like a CL16 wild animal.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

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