Bio Engineer Archive
Thread: Publish 12/16 Bugs and issues
I just got Clone 4 pre patch all very excited and couldnt w8 to try and make my first angler (i love those cute spider things :smileyhappy
however to my horror i find the option is not there to create the little blighters when i open my food and chem crafting tool (and yes i was standing next to a crafting station). I resign this to sever instability as it was only about 2 hrs b4 the patch started.
2 days on and still no luck all the new creatures are there in my data pad schematics but i cant see them when i open my crafting tool. Any help would be appreaciated.
Twero 4/2/3/1 Bio engy 2/2/2/2 CH
Don't expect numbers in the 900's like you used to get. The numbers you get are now more closely based on the level of the creature.Low level creatures will have low numbers, always. Any given range of ham, attack, etc, will give a certain range of stats on the dna. Those stats will in turn give a similar stat on the clones it's used in.
DJC wrote:
HQ and VHQ DNA samples have EXCEPTIONALLY poor stats, or rather, of the 5 stat pairs, one pair will be use-able, and the other 4 pair will be garbage.
Rancor youth and gnarled rancor aren't very high level. Gnarled are barely above 40 themselves. and the minimum cl on a kimo is 40. If you want a higher level kimo, you need to use higher level dna.
When trying to make clones from the higher tiers of cloning, you will need a private crafting station. These are either a crafting station in a player structure or a driod with a crafting module. Public crafting statsion won't work with any schematic over a certain complexity.
1) Experimentation is seriosly broken. When experimenting resists usually drop quite a bit and then stop moving at all.
2) CL is not visible during experimentation, so its impossible to guess where you are heading CL wise. At least make it visible on the final template
3) Please, some form of documentation. The argument that it will cheapen the class doesn't seem waterproof to me. I'm no Weaponsmith, but how many subcomponents can there be to a combine? 5? 10? and all of those are highly specific (barrel, energy cell...). On the other hand we BEs have 5 out of a possible amount of X subcomponents, with X beeing the amount of different creatures in game between CL 1 and 70. I don't see that a little bit of documentation will make our products look all the same.
Will there be reciepts for especially nasty critters?
yes, but those will come up anyway, I just would prefer to find them by doing research within a known set of rules, rather than poking around in the fog with my needle while wearing a blindfold.
I'm a scientist, not a mystic.
Also I'm a casual gamer and even I would like to see some success in my work occasionally, if that seems unreasonable to some people I can't help it.
Just noticed that this got a little rantish, I hope I got my point across without stepping on too many toes
PadreBook wrote:
Er, what? Not everyone agrees with Sumo, okay, how many actively disagree with Sumo and think that BE should not have adequate experimentation documentation?
I was a bit out of line in my anger at this system... displaced it onto Talth, which i shouldn't have done. Don't want to start any kind of witch hunt, and I apologize for my comments that sparked his reply.
Not singling you out Padre, just read this and got to thinking that I was angry last night.
I"ll try to keep it civil I don't want to whip anyone into a frenzy.
We just need documentation... my fingers hurt and i"ve gone thru quite a bit of paper narrowing down on the numbers in the templates work. If I don't go catatonic from staring at columns and columns of numbers, hopefully I"ll have something in a week or so to provide what Kel should have provided from the get go.
Now that I've had a couple nights to play around, here's some issues of mine...
1 - Mask Scent... actually 2 sub-issues here.
a) The highest level creatures are not made by the best Bio-Engineer, but are made by the person with best Scout/Ranger +Mask Scent mods. High level creatures (i.e. 60+) are in high demand by CH's, but even a Master Bio-Engineer cannot fulfill these requests unless they are also a Master Scout or higher. I have Exploration IV plus +25 mods from clothing, yet I cannot step within 65m of a level 60+ creature without it deciding I'd make a good lunch. We're the only hybrid crafting profession - we spend many more points than an elite Artisan to master our class... yet we have no vendor abilities, cannot survey, and are completely ineffectual without at least tier 4 Exploration. Cut us a break here man, we're literally dying! I'm resenting having to become Master Scout just to get close to the "resources" I need to be the Master Bio-Engineer I am. Something like a +Mask Scent mod in our skilltree somewhere would be immensly helpful. If Combat Medics can have +Terrain Negotiation, why not +Mask Scent in Bio-Engineer?
b) Mask Scent seems kind of off. It breaks many times when it did not pre-patch. It is not always like this though, but it does go through it's 'phases', so to speak.
2 - Being able to seeCL on DNA samples and templates is sorely needed.
3 - I've made a couple of kimogilas using level 55+ DNA, yet the final combine yielded a kimo of level 45. Granted they are still nice kimos, but why the drop? I haven't had this happen with any other skin.
4 - Critical failures. What's up here, I get like 1/5 to 1/4 of my final combines failing. BAH.
5 - Experimentation fails. Happens much more than they used to.
Interesting issue arose with me, Created a CL8 dune lizard for someone, decent little critter, BUT i could not transfer it to her, via transfer or trade, nor could i trnafer it to any NON CH. I was also informed this occured on a Huurton, appears that pets that are aggressive in the wild, CAN'T be used by NON-CH even if they are made to be nonch pets.
interesting pet of the day CL7 Kaadu 2000health 300 action 250 mind ranged attack and mild poison.
gee aint that cute, the buyer loved it
I'm happy with maskscent, but I'm a Ranger.
What level are my templates?!?!?!?!?! THat is a bug, whether Kel intended it or not.
I've noticed that DNA samples taken from creature I've created have increasingly high Dependability. At the same time The Cleverness is decreaing. It gets to the point where even if every other stat is 500+ the Dependability will be 1000+ and Cleverness will get down to 0.
SoI think what's happening is the Cleverness' number is beign added to Dependability instead of Cleverness. Which means the more I create, resample, recreate the worse the mental stats will become and the better the Pychological stats will be.
Likewise DNA taken from a wild creature will have an unusually high Dependability and a fairly low Cleverness. So i think this issue is happening with all samples taken, but doesn't really become noticable until the 2nd or 3rd generation.
I filed a bug report ingame about this already.
To get light Armor you have to Experiment on PROWNESS... I have heard that if you use all the same armor it can show up right away, but most of mine need 2 points into Prowness to get it to switch.
FuzzyWuzzy
MBE/.MCH