Bio Engineer Archive

Thread: Bioengineer State of the Profession

Plageron
Mon Jan 19, 2004 6:03 pm
#66



SWG-Runesabre wrote:

"1. Could you check to see what they did with our crit fail rate? Seems horribly high to me. We don't retain DNA anymore (like we did from release) so I suppose that's good - but I'm critting left and right now - hardly ever did before - a happy medium would be nice. Especially now that the no DNA lose bug is fixed - and quality samples are expotentially harder to come by. (btw - I crit a LOT more now in tailoring too - may be an across the board problem - not just BE)

"

I have a designer scheduled to evaluate what is wrong with critical failures for all crafting professions. Changes to critical failures are currently scheduled to be resolved with the publish going out in the end of February.
"5. Milk, Mollusks, Fish and Eggs - in roughly that order. I know this is supposed to be being addressed 'soon' but if I had a nickel for every time I had to explain to a CH that milk is a rare item I'd be able to retire. Mollusks are just as bad as milk, but at least the lower version of that tissue can be made. Fish is gettable - but extremely time consuming and very very low yield. Eggs - getting much better - luckily entertainer tissues are in the least demand as entertainers usually only replace clothing cause they want to - not cause they need to."
All of these issues are being resolved with the publish about to go onto Test Center next week.





Excellent so is there ever going to be a box displaying the level of the Creature as it is being built or is the crafting process going to be random?

Is the Experience points gained from objects a Bio-Engineer makes going to yield more then a Cup of Spiced Tea in the future?

Will Humans ever get the Experimentation Racial Bonus when crafting Bio-Engineer things? Or will this just stay reserved for the Other Crafting Proffessions like Tailors and Chefs and Weapons Smiths?

Will the Creature types we have ever Include Flying things or Snakes or will they just maintain Reptiles and other more complex organisms?

Will the DNA sampling cap be lifted or will we suffer to have a Failure check on using the skill, a failure check on the skill being used on something, and another failure check on levels of the crteatures which yields the ill fated "you do not obtain a viable sample"???
You know in the real world a Bio-Chemist is not an Idiot but our Characters must be if we cannot tell what we can sample and cannot sample.

Will the Specialized Genric/Droid/Item crafting tool be fixed so it no longer displays Bio-Engineering things which the Food/Chem tool I thought was supposed to be used, still does quite well?

Will the colors being put on creatures actaully gain a true pallete instead of being 20 shades or Green 20 shades or Brown, and 20 Shades of Red, which those colors not doing very much to the creature anywise?
In other words ever hear of Black White or Grey...I guess Polar bears and Zebras are out of the question for color schemes, same with that Creature that attacks luke on Hoth in return of the Jedi.

What about Size Scaling or Creatures...will the Star Wars Engine which is more adavanced then the Ever Quest Engine ever have this ability or will only Ever Quest ever have it?
I think I would like to make something as large as a sludge panther or as small as a Kima.

Will the Caps on the Creature Levels ever be definedinstead of allowing a Creature level 40 Creature with stats of less then 50?
Yes I think Minim Stats on things should be in order for this as would maximum Stats....would curb the entire uber pet thing.

So anywise those are my Questions...yes they are alot...no I am not a corespondent...yes I play too many games...and yes they are all valid questions...

Everyone else go ahead and flame me...these will all get ignored most likely anywise.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
IseeDeadPpl
Tue Jan 20, 2004 7:24 am
#67

Well only stating the obvious, but I hope my voice will add just that little bit of weight to the matter.


Basically whenever someone approaches me to make a level 10 pet i say I dont take these orders.


The reason being why bother? It takes like 5hours of playtime to make a 1 decent level 10 pet whereas i can happily go to endor for instance sample the Arachne warrior dna and make about 5 light armored pets that will be of more use in a fight and bring me 5 times the amount of credits without risking getting the level 11 pet (which so often happens when trying to achieve level 10) beause nobody cares about the level when we r talking about CH pets.


PLEASE PLEASE PLEASE make a CL display when experimenting with the creature crafting.


Another thing that is really starting to bother me is how will the new droid engineer profession compare to the Bio engineer?


I mean if the DEs are allowed to make all powerful droids that can be summoned by anyone, why cant a bioengineer make a decent level 10 pet? So I am thinking perhaps DE should be able to make the best tank droid more powerful than a BE level 10 pet but less so than the best BE pet, or allow DE make droids comparable to the best BE pet but up the allowed ham stats on the level 10 pets. And risking going off topic if the droids are to fight and receive damage, then a passive auto repair/recharge station one could purchase from a friendly DE that you can place in your house would be nice.


Not sure how releveant some of my rambling is in here but these are my major concerns as a MBE...


Many thanks




_________________________________________________________
ISee Ppl the Human, Euro-Chimaera-Corellia

Master Bounty Hunter with a little twist

"Mind is like a parachute: If it's not open, it's useless"
Scorus
Wed Jan 21, 2004 6:49 am
#68

Tissues! I know that very few of you got into this profession to do tissues but you have to realize now that droids are going to be so powerful that creature creation can't be the only thing we hang our hats on. Let's get the tissue bugs fixed and more tissues in the game.



Scorus
jsprada
Fri Jan 23, 2004 4:05 pm
#69

Hi all! So far I am enjoying Bio-E profession, I think with a little work it can be much more fun. The most frustrating issue with BE prof is the fact that there are so many unknowns... When a medic makes medicine, they get to experiment on strength and uses... black and white choices. My suggestions are this:


1)Rather than naming our experimentation catagories physique, prowess, etc... I suggest we name them Health, Action, Mind, Attack, Specials, physical attributes (armor/ranged attack) Creature Level, etc. HAvingan experimentation option in the CL area would be great, the more we experiment, the lower the CL will be... the morewe experiment on the specials, the odds ofone of the specials coming through fomr the DNA's used to make the template. In addidtion, when we are building a DNA template, show us the stats of the creature, like everyone else sees it

(end results -HAM, attack, specials, armor?, CL, etc) I think this would unlock some of the mystery, and make things less frustrating.


2) I think we should have the abilities to make creatures significantly better than similar levels in the wild, rather than 10-15% improvement. My Krayt SR Pistol sure is much better than my first CDEF! It would be nice to offer ultra premium products.


3) give the ability to pass along uber special attacks (disease strike, force strike, poison spray, etc) These abilities will give pets a betterplace in PVP, and add value to our products. It will be okay if it is hard for those specials to come through, but it will make those creatures with them rare, and extra-ordinary.


4) Add the ability to experimetn on the final animal...stats like speed, intelegence, overal creature level, boost/reduction in overal HAM/Attack. Things that will make our creatures more of an individual. NAturally, like all othercrafting professions, bring in meat/flora quality into the equation.


5) Rather thanusing up DNA in our inventory, give artisans the ability to make a DNAtransport mechanism. They can experiment on the item to determine the max # of DNA that can be carried/ howmany inventory slots the item will take up. This will give master artisans another item theycan sell, and work on making better than other artisans.


6) Someone on these forums mentioned a meat grinder. nothing fancy, just combine/average all the stats of the meats used in the grinder and then reduce everything by 25% - This will eliminate making uber meat, and keep it as a tool to not waste our leftover pileswe haveeverywhere.


7) Right now the tissues arent much of a concern for me, as they seemvery midline and hard to find ingredients for. We should have the ability to make uber skill tapes/tissues using the ultra rare ingredients. Maybe only have a couple skill enhancement modules (like armor segment, skill tape, tissue for clothing, food/spice additive)Allow a wide range of materials to be used in the assembly of these items,depending on the type of resources used will effect the type of stat that is effected.Resource quality/experimentation will effec the total power of the skill enhancement.


In Summary, I feel the the BE professionals lack control over their products. If we had more control we can tailor requests to a customers needs... high HAM, high resists, low CL, high attack, runs fast, moves slow, etc. Maybe someone needs a tank that will help them level up their marksman skills on hunts. Maybe they want a cute bunny that can keep up with them on a speeder, maybe they want a lower CL so they can make more CH XP with the pet. Maybe they want one with a high heat resist, so it will be competetive in PVP and against commandos.


I see a lot of potential in the BE profession, and look forward to helping it grow!


Thank you for taking the time toread my considerations. Please post any questions or comments you have.


Nanako,

Flurry Server




Name: Nanako
Server: Flurry
Gisei2
Fri Jan 23, 2004 5:38 pm
#70

DOCUMENTATION!

Thank you for your support.
QuiGonJ
Thu Jan 29, 2004 3:39 pm
#71

Fixed the doom star thing for you..

I concur on jsprada's request for at least some help text on the various names vs. what they mean on the real pets. I'm sure I'll figure it out eventually, but as Gisei2 said, real documentation would be a good thing.



--------------------

Alan' Kazan
Warrant Officer II, Call Sign Alpha Six
11th Naval Fleet, 3rd Space Wing, 90th TIE Fighter Squadron
Master Shipwright of Darkforge Starships, 1k South of Bestine, Chilastra at -1227 -4596
Coredeep
Mon Feb 09, 2004 1:45 am
#72


Gah...


I'm a Master Bio-Engineer and I'm pretty new at it. But for the last 2 weeks I've been samplin Nightsister Rancors, including Grodo, and came out with a pet with a CH lvl of 72. Isit ever going to be able for MCH to use pets over 70?


I'm ranting in theCH forums too. CH and BE should be best friends. There should be special bonuses something given so that some MBE should be able to use pets over 70. I had to give up almost all my combat skills to be MBE and have some CH skills. They say thats the price I have to pay for my profession, but MCH should be able to protect themselves with the pets they use. The CH has been limited in the number of Creatures they've been able to use as well as the lvls of pets. I hope we'll see change.


Ever since I started, I'd always wanted to be able to make pets that I could use, its been my dream. Please BE spokespeople see what we can do to make this profession benificial for the SWG universe.


Hopefully we'll see something happen soon. I thank you SOE for listening to us.


Coredeep(DX) *MBE


CHilastra, Corellia, Tantive

Chet-Flurry
Thu Feb 19, 2004 3:23 pm
#73

I don't mean to flame or berate what you're saying here, as you've obviously put intelligent thought into what you've said and I agree with most of it, however, I don't believe that this would constitute a monopoly. Altough it would be true that BE's pets would become MUCH more valuable if CH's couldn't go out and get their own, they wouldn't have total power over the entire market to do whatever they wanted. If you try to sell a lvl. 15 creat for 5 million credits, it's not gonna sell because your customers can go anywhere else they want and find that same creature for a reasonable price. It would be a monopoly if ONE Bio-Engineer was in control of everything, or even if all Bio-Engineers formed their own PA that agreed to never sell anything for less than a million credits, but as it is, there would still be competition between all BE's for business, which would keep the prices down. Again, I agree that prices would go up, but it still would not by any means come to a level where BE's could charge whatever they wanted.


Technically, the "monopoly" BE's hold is the same as the "monopoly" Armorsmiths have on armor, or that Artisians have on structures. I realize I'm generalizing quite a bit by saying that, but the underlying truths about the laws of economic truths still hold...


Again, I'm not 1-starring your post, literally or proverbially speaking, just wanted to throw that thought out there.





~~Chet~~

---------------------------------------------------------------------------------------------------------------------

People keep telling me I have a short atten... I LOVE EGGS!!!
Hatch_Hazard
Fri Feb 20, 2004 1:22 am
#74

Scorus, in response to your statment that "Pistoleers don't make their own pistols so why should a CH make his own pet", I'm pretty sure there's false logic there. After all a novice Pistoleer dosn't have to go into the woods and sneak up on a baby blaster, hoping it's parents don't shoot it. I'm totally down with BE pets being vastly superior to anything found in the wild, and would LOVE to have a reason to get my pets only from a BE, but making it so I can't get them in the wild, just to get them from ONLY be's, espcially given how busted the line is right now...well. That's called a monopoly. Maybe I wouldn't care if there weren't so many problems with it, but until it's fixed, I'll take my random wildernes tame.



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
Hatch_Hazard
Fri Feb 20, 2004 1:24 am
#75

And Coredeep, I agree completly.



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
JayBurns
Sat Mar 13, 2004 12:24 pm
#76

Hello,


First I'd like to say the bug withBE experimentation below tab III is alive and well, very tough to experiment even at lower "risk" ratings.


And since the first thread is so comprehensive, I'd just like to comment on one of my pet peeves.


Factory identical biomodded clothing components are bad enoughcost effectively for the selection we're given (come on SOE! 5 or6diffrent skill mods out of hundreds?). Thereare two diffrent kinds of factories (armor for the components, food for the biotissues), twice as much varietyof the resourcesused, two elite mastered professions to make a decent piece of bioclothing. Not to mention the mass quantities of very rare (and expensive) organics we need. And yet we still make less money and put out less desireable items than an armorsmith or weapon smith? But then to have those limited mods not stack if there are multiples of thatcomponent used inthe single "factory identical xx component" slot, it just makes me wish i'd not wasted the time and learning capacity on these two professiosn (tailor/be), and had just skipped straight to my first holocron. It's a good thing I'm in a guild with members that can support me, who knows if it's even possible to make a profitoff bioclothing? Perhaps if you had3 or morepeople working closely (master merchant, master BE, and master tailor plus any architect and surveyor needed for the equipment), but why should it take that much manpower to make sub-par items?


Regards,


J.Burns

Miffy
Wed Mar 17, 2004 6:27 am
#77

I might bea little late in posting this but what the hey. I have to agree with Capnkat. I'm aCH and TK myself so I have no experience with BE or anything but I have a verygood relationship with a master Bio Engineer. I have a huge requirement for low lvl Bio'd pets. I buy them in bulk from my Bio buddy and sell on at moderate increase in the price and I name and tame. I think Bio peeps and CH peeps should have a very good relationship. Obvioulsy there are problems in both professions but in game relationships can make or break professions.




obeewan
Wed Mar 17, 2004 4:01 pm
#78

The new bug of not seeing attack speed, to hit, or damage in the data pad...



I don't believe anyone else mentioned this, I'm 2/2/4/3 and not a grinder though I do make Micronutrient supplements and B-stims


On the stims final combine (fungas-fiberplast) I use good quality stuff and per experimentation point have 3% risk (929OQ fiberplast) I fI try 960+ OQ it jumps to 18% risk per point.???


Micronutrient supplements.......18% per point no matter what I use.??? A lower skill need, in my opinion.



Not specifically Bio-Engineering here, but I've seen master Weaponsmiths and Master Armorsmiths Ruin good guns and armor at only 10% decay using 98.44 repair tools.???


All this has happened pre-patch, during patch, and after patch.


If the Devs would like to work on experimentation changes a good way, in my opinion, is to lower the experimentation risk /critical fail risk on combines according to qualities of components.


Say you need 2 stats, UT/CD


500/500 would be average


700/700 Above Average


800/800 high Quality


900+/900+Great stuff=)


This would help all levels of characters from novice to master...anyway it COULD.



Thank you






Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Page 6 of 11