Bio Engineer Archive

Thread: Publish 12/16 Bugs and issues

Mirrl
Wed Dec 17, 2003 6:42 pm
#79

Its seems to me the losing the ability to experiment the final clone detracts to the value of master. In other crafting classes the biggest advantage of master over none masters is multi-level experimentation. A master weaponsmith has huge advantages over a master BE. The master weaponsmith gets to make 3 or more sub-components each of which got 10 experimentation points. Remake these until you get the "perfect" advanced sub and then feed it through a factory to make 1000 of each advanced sub. Now take 3+ "perfect" advanced subs and combine into the final weapon. Now you get 10 more experimentation points. This gives a master 40 experimentation points to use to make the final product. A master weapon crafter only gets 28 experimentation points when trying to craft the same weapon. The master weapon crafteris also less likely to be able to use the advanced components unless they are getting even closer to master. They are also much more protected from critical failures because they can make schematics and be protected from critical failures. They get skill tapes to give them even more experimentation points and they get special drops to further increase the effectiveness of there wapons. Now don't get me wrong, I like the idea that each of our creatures is a one of a kind hand crafted creation. That having been said I think we should be rewarded for that. Critical failures frankly seem more common to my MBE character than they ever did to my weaponsmith/architect. Losing 5 Rancor DNA samplesto a critical failure is certainly a more expensiveloss than I ever experienced as either weaponsmith or architect. (Granted I never crafted a guild hall) So we fail more often, we have less protection againstfailures and they cost us more. Especially since our "harvestors" try to bite our heads off and stand a very good chance of succeeding. Our high end items don't even sellfor as much as those of a weaponsmith or architect and they can crank out there goods much more quickly than we can crank out ours.I think blucntly that because our market is much smaller and our goods less useful.



From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
Terwo
Wed Dec 17, 2003 7:15 pm
#80

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




To succeed you need to find something to hold on to, Something to motivate you, something to inspire you.
Tony Dorsett
Talthazar
Wed Dec 17, 2003 9:56 pm
#81






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.





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.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Wed Dec 17, 2003 10:00 pm
#82

Fourth, I made some Kimogillas last night using DNA samples from Rancor, Rancor Youth, and Gnarled Rancor.


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.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Wed Dec 17, 2003 10:09 pm
#83

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.




Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Chazisi
Wed Dec 17, 2003 11:40 pm
#84

Is this color bug only for certain husks? All the kimos I've made/ tamed have kept their color, and I'm relatively certain my kaadus and woolymanders did too.
Melicamp
Thu Dec 18, 2003 1:48 am
#85

ok from my tests:

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



Irdan
Master Bio-Engineer
Gorath
Sumorex
Thu Dec 18, 2003 1:55 am
#86






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.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
MissileToad
Thu Dec 18, 2003 4:31 am
#87

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.




Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

RashDraco
Thu Dec 18, 2003 5:35 am
#88

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




Alexander Maslio
Imperial Stomr Corps
Drill Instructor - A-Coyy
Card carrying member of COMPNOR
Reasonable1
Thu Dec 18, 2003 7:49 am
#89

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.




Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
Monthar69
Thu Dec 18, 2003 8:25 am
#90

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.




Looted crafting components Revamp idea
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=794885
Deane
Thu Dec 18, 2003 8:57 am
#91

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

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