Bio Engineer Archive

Thread: TC Patch 11/26 Bugs and Issues.

Scorus
Tue Dec 02, 2003 7:19 pm
#79

Man, every time I go on vacation to Seattle my profession gets a major fix. Same thing happened with crats in AO...

A few thoughts:
1) DON'T give a message 1 star unless it is for something outstandingly awful (personal attacks, etc.). This messed up bb system allows any poster to censor another poster by giving it 1-star because the default is to hide anything with 1 star from people. So stop doing it and go into your profile above and change your default to 1 star. So many people give 1 star because they don't agree, no matter how reasoned or polite the argument, that you'll be surprised how many good messages you are missing.

2) Interesting changes but I have yet to see how they actually work, I gather they are still bugged on test? If any BE has the ability to lower the cl on creatures they create (to varying degrees, of course), this could be quite interesting. Do we know whether color change and special ability changes are also supposed to be in this patch?

3) There are some nice additions to the list. I see it in a little more favorable light than Tal-N, but that is all a matter of taste. The woolamander could be the real prize here, it is only found guarding the temple on Yavin, never in the wild. And the Tybis is more like a horse than a cow and I keep hoping that the horse-model creatures will be the next mountables, if so then this noble looking one that only we can make will be a nice addition. I think Crystal Snake hides are needed for some recipe or another, aren't they? If so then that is a good reason not to let us make them. And if they will change that Kliknik to Dark Kliknik...

4) My big question is still unanswered. How can the devs on one hand be extremely concerned that CHs control the level of pets that they presently do and on the other give us the ability to make them even stronger in that respect? I just continue to get the feeling that somebody isn't talking to somebody else or that they are just not at all examining the consequences of their changes, and I worry that we will end up on an upgrade-nerf roller-coaster.

5) I would REALLY like to see some tissues added. Holo promised them to us but so far all we've done is lost tissue recipes (that should have just been replaced by changing what Chiagra, etc. affected in their item and recipe databases).



Scorus
Kaustix
Thu Dec 04, 2003 6:22 am
#80

lol .Tal always the Cheerful soul ..


Andas usual mostly i agree with you on all points stated through this and u also said near the begining [that i don't feel like scrolling through to find and post with a quote] that it was as you understood it.


I agree we Should be out Sampling from creatures, and those that want to "grind" thier way to better dna can.. but it'll let them Do Exactly what they like by actually Grinding thier way to better DNA. but i don't see that either play style is wrong. I've been known to do both especially when i am behind on orders for making Rancors or Bol's sample the spineflaps crank out some blurrg gurreck and rancor sample away and POP a good Rancor


Now the only thing i am curious about is the Specials and the Armor ratings of the new system .. as was hinted atno-one knows the exact system, my hopes aren't very high to get a Good answer . but here goes.


If we make say an Angler with level 50 Rancor DNA, and we get say a level 50 Angler ... Will it still poison and will the poison be scaled too on now being level 50? or just do 60pnts as is normal? how will the armor and resists be affected . will it still have just an intimidate? or will it be the dna used in some formulae to figure which it gets.. ? these are what i'm interested in . the Size and Ham scaling is nice and Quite easy to understand in my opinion in all factors .. !?




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*I think you should have asked me a more important question..."
Master BE - Master CH - Novice Ranger (wanderhome)

Mastered many - Master of nonthing. (Intrepid)
Loper
Thu Dec 04, 2003 9:30 pm
#81

I'd just like to chime in a bit on the whole "Refinement is dead" topic.

Tal-N seems to think that this is a good thing and can't see why everyone doesn't follow along with his line of thought, narrow as it is.

I'll give you my opinion on it: When I started this game I read the descriptions of the classes and though that BE was the coolest thing I'd ever heard of. Everything on the boards warned me to to stay away since it was totally broken (and it was when I started. In fact it still was when I mastered it -- pre-petstim days). After I finished making enough Micro-Nutrient Suppliments to make my hands hurt and my eyes bleed I have somehow managed to carve out a nice nitche for myself on my server and one of the "acknoledged" Masters with a reputation of producing high quality clones, meds, tissues, and whatever else I can craft.

Now, with this change, I'll be forced to go back out into the wild to sample DNA from a creature that I don't know it's level since I don't have the ability to see CL, almost certainly cause endless decay to my items since the insurance mechanism still is so broken it's worthless even after you give them money, only to not be able to keep up with demand.

Do I like sitting on the floor of my lab re-sampling endless clones trying to get that perfect set of 5 samples? Not really. However, spending the same ammount of time in the wild trying to get 5 samples from a lvl 50-70 creature is a LOT worse.

I didn't think that there was much that could make me give up on this class, but I'll tell you what, if the whole clone change is what I think it is, one of 3 things will happen: 1, I'll quit the BE profession and go play a commando or something so my role is clear, useful and working. 2, I'll stop making clones since the return on presige and/or credit won't be near the risk and time needed to actually make something with a **edit**, or 3, I'll quit this bug-ridden game for good and hope that EQ2 is better.

Also, the concept of a generic "husk" is positivly sickening. Where's the prestige calling a Rancor when any novice CH (or non-CH!) can do the same if the clone was made with trash DNA? F that.

I don't give a rip about what jerks like Tal-N think about this game. It's not just their's, it's mine, too. Guess I should have shouted a bit louder a couple months ago since it's those that have no life outside of the boards that got what they way. GFY.



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Ghir
Master Bio-Engineer
Master Creature Handler
Bria Server
Vendor on Tattooine, west of Mos Espa at -3699, 1843 for your pet supply needs
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Ssslrz
Fri Dec 05, 2003 6:47 am
#82

So far i have bought 2 Blurrgs both of which are bugged & cannot be tamed, plus i bought a Kimogila & the message said i did not have high enough skill's to tame such a pet even though i,m a Master CH, could someone put my mind at rest & tell me there is a fix coming for these problem's, thx.
Kaustix
Fri Dec 05, 2003 7:34 am
#83

Soon . Very Soon . but Granted those Clones my not ever Work, thats yet to be determined.the new Blurrg and Kimo sounds Promising, and tameable. Can anyone Verify that the Pre-Patch Kimo / Blurrg / Other broke creature will be tameable.?



--------------------
*I think you should have asked me a more important question..."
Master BE - Master CH - Novice Ranger (wanderhome)

Mastered many - Master of nonthing. (Intrepid)
Traigus
Fri Dec 05, 2003 8:15 am
#84

I dunno abotu the Bluurg...since it is untameable by a bug? it isn't untameable by CL is it?

But the pre-patch kimo is definitely Above any CH level to tame (90).. So it will enver be tameable.

Have to make a new one (under the new rules).

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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MasterCH
Sun Dec 07, 2003 12:11 am
#85

cats need more cats, only cats you can make is gurrcat, that isn't fair.

Talthazar
Sun Dec 07, 2003 10:12 am
#86






MasterCH wrote:

cats need more cats, only cats you can make is gurrcat, that isn't fair.






Actually there's razor cat, gurreck, narglatch, and bearded jax under the current system. The new system will add the kima.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Seshemw
Wed Dec 10, 2003 7:27 am
#87

Possible bug with TC current revamp:
Current tests show that the plague strike (AE disease) can be present on DNA, but doesn't make it into the clone. Tester supposition (from the thread I read this in) is that they don't think the devs want us to have ae disease/ae poison, etc.
If Mantigrue Screechers are indeed sprouting babies, the AE disease is available in a tamed pet and should be considered a bug if the specials can't be incorporated into clones.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Kavedawg
Thu Dec 11, 2003 6:03 pm
#88






Seshemw wrote:
Possible bug with TC current revamp:
Current tests show that the plague strike (AE disease) can be present on DNA, but doesn't make it into the clone. Tester supposition (from the thread I read this in) is that they don't think the devs want us to have ae disease/ae poison, etc.
If Mantigrue Screechers are indeed sprouting babies, the AE disease is available in a tamed pet and should be considered a bug if the specials can't be incorporated into clones.




it's not just the plague strike special, but all specials have the tendency not to get passed into the DNA templet. It may be a bug or a hidden rule that we don't know yet (ie only the specials from the strongest DNA sample will get passed if it is in the right slot) anyhow, I have seen this happen with strong poisons, medium poisons, poison spray, several diseases, knockdown, dizzy, and a many more



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The sky hasn't fallen yet but dreams have already been shattered
Talthazar
Thu Dec 11, 2003 8:31 pm
#89

Are you finding this happens when using all 5 samples the same or does it only happen for you when mixing samples?



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
uigrad
Fri Dec 12, 2003 2:21 pm
#90

Here's my (preliminary) list of issues. I waited until more was in place before writing this up:

1) DNA from cloned creatures is broken (gives really low stats).

2) There should be more ability to affect individual stats. Something like 95% kinetic/energy but 0 of other stats is what we want. Fixing #1 should fix this. After 6 generations of pets something pretty awesome could be made.

3) Crafted creatures and templates do not show enough information. One thing that is missing is the speed of the pet when running. (Is it even possible to make a fast mauler?)

4) absense of rare materials needed for tissues (milk, mollusk, fish)

5) No good way to carry large amounts of DNA (need a DNA storage droid)

6) tissues of like kind do not stack.

7) Lack of wookiee clothing that can use BE tissues (wookiee shoulder pad is the only one)

8) When pet is made from a food&chemical crafting tool, near a food&chemical station, no experimentation is allowed. Also, the qualities of resources needed for the final combine is not known. (is it PE/OQ/flavor like it was before?)



--
-Sarlacc Destroyer: novice ranger and novice CH on TestCenter
-Chezzik: MBE and CH 2/2/4/4 on Bria

Kavedawg
Fri Dec 12, 2003 5:33 pm
#91






Talthazar wrote:
Are you finding this happens when using all 5 samples the same or does it only happen for you when mixing samples?




it happens more often when I mix samples, most of the clones i have made would use the same DNA for physic, prowless, and mental. Psy and aggression would use a same creature DNA but different from teh other 3 slots. Using non matching DNA samples for aggresion and PSY seems to garaunte ascrew-up for specials.



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The sky hasn't fallen yet but dreams have already been shattered
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