Bio Engineer Archive
Thread: A message from the BE designer
Bosskt2bb wrote:
We are still the only crafter class that does not get access to harvesters for the most vital component of what should be our most vital product.
I would love to see a DNA harvester, maybe you can make it so that the quality of the DNA is not as good as going out into the wild, for instance you want a super rancor you actually have to go out into the field and sample the "good" dna, but for vendor filler or grinding purposes this synthetic DNA and Synthetic Meats would be perfect.
Blech, I hope we never see a dna harvester. Dna harvesting is one of the funner and more challenging aspects of being a BE and to relegate that to simply inserting power and inserting money and out popps dna would reduce a lot of the fun imho.
I don't know about you, but the critical component for me always seems to be meat, not dna anyhow. I seem to get 5x more dna then I can make monsters for and sell, but I'll be danged if I can come up with enough quality meat.
Your point about the two types of customers though I think is insightful. I just wish the "spread" between using the super duper dna/meat/flora and the yard trash stuff were even wider. I really think it should be 2x or 3x, not just 10%-20% or whatever.
Holocron wrote:
Although none of the Clone Engineering changes are going to be able make this next update, I thought I should try and clarify a couple things.
- All critical creature stats will be viewable on the final crafted creature including the creature’s level, armor ratings and special abilities
- The level of the crafted creature is going to be determined by the actual final stats of the creature. This level will be affected by the skill of the Bio-Engineer and the quality of the DNA used. Master Bio-Engineers will be able to make creatures of a specific level with stats equivalent to a wild creature several levels higher.
- Certain creatures will have a minimum level cap. To keep certain creatures interesting and unique their levels will never be allowed to go below their minimum regardless of what their actual stats are.
- The full grown size of a creature will vary quite significantly depending upon its level.
- Many, many, many new creature templates have been added. I’ve more than doubled the number of creature appearances available. And I took special care to add creature types that are do not have tamable versions in the wild. There will however still be several wild tamable creature types that cannot be cloned.
Hopefully this helps alleviate some of the stress right now. I understand it’s hard to wait day after day as these things are fixed. I promise I’m doing everything in my power to get the fixes out to you as fast as possible.
All this ^^^^^^ good very good
but this
Many, many, many new creature templates have been added. I’ve more than doubled the number of creature appearances available. And I took special care to add creature types that are do not have tamable versions in the wild. There will however still be several wild tamable creature types that cannot be cloned
Might have just saved my shop. I am desparatley hoping this includes both ch and non CH non tameable pets. I would give sell both my cu pa's into slavery for something to stick in the face of every CH who runs into Anchorhead with the 7 Rock Beetles he just tamed undercutting my Bantha and Kahmurra sales
Cephalo wrote:
Adding 'more than twice the number of templates' adds up to still not very many templates. Wouldn't it be simpler to just base the creature on the dna sampled so that any creature below a certain level can be engineered? That seems easier and more fun than just adding a bunch of templates. Maybe a few could be unsamplableand only available fromCH's, but it seems to me that there should be alot of overlap between the two professions.Remember CH's have the benefit of actually being able to *use* the pets they produce.
While this sounds like a really cool idea, from a programming perspective I suspect it would increase the number of mobs necessary by a factor of magnitude.
My problem right now as a novice BE who has gone more toward CH lately is knowing where to find and then actually finding those cool critters. I have a guy who has a bantha and wants to trade it for a dog-looking creature but I haven't had any luck in a week finding one. I've managed to discover from others that there are probably only about 4 or 5 that resemble a canine but finding them may be as time consuming as grinding DNA sampling or churning out 50 of the same critters.
I'm not a BE but i read this whole thread and came up with an idea.. if they want to take away med use from you guys.. why dont they give you a no skill stim pak .. say something that is around a max of the 350 range.. That would surely give you a new money maker for those that dont have room for medic. its not too over powered .. just an idea..
Maybe I missed the answer in the garble of posts, but I am still wondering when medicine use and taking cover are going to be removed. It says they were already removed in the statement from Raph dated 9/8. However they are still showing on the new bioengineered enhancements. They are still showing up on the clothing that I craft. They are still selling like mad because people have the impression that the devs are going to get them working correctly instead of removing them. I think that by adding something then removing it you only get a load of people upset. It's bad for the players and crafters and shows a lack of forethought.
I'm a master tailor. I use the bio engineered enhancements in my clothing andget questions all the time on how they work. I get told about how great they're working and I get asked why they're not working like they should. So I come here and read through a ton of trash posts to try to get some information and still come up blank. Is Sony still planning to remove taking cover and medicine use? If they remove medicine use are the other parts of the active biosensors staying?
Darkwin wrote:
Maybe I missed the answer in the garble of posts, but I am still wondering when medicine use and taking cover are going to be removed.
As the fixes have JUST gone onto the testcenter, none of this stuff is working or removed from the live servers yet. The dev posted about them being fixed "soon," and now it appears that those fixes are on the testcenter. If they pass the testing, thy should go live in a week or two. The clothes you have already made will still appear to have this skill, but it will not have any affect on the actual stat. Clothing that is already made with +25 to medical use, will not make a novice medic with pharm I able to use a stim C.... ever. The +medicine use skill is never going to work, and will not even show up on clothing made with new fixed tissues. You haven't seen any changes because nothing has been changed yet. Only on test center.
Bump.
BEs... or anyone with BE Patch quesitions... this is for you. In the past 3 days, I've been asked about a dozen times what the changes are.
I figured it was worth bumping to make it easier for ppl to find. (some ppl don't know how to use the 'search' function here...
)
September 9th, our dev (Keldarin) says that the clone line changes are coming along, and gives us a few specifics about them (such as being able to see final statistics of crafted animals, and saying that the lowering of creature levels would be capped at some minimum).
October 25th, Thunderheart (who wasn't even employed by SOE on 9-9) lays out his massive plan for a CH-nerf. As part of the nerf, we will soon see people looking for pets with odd creature levels (instead of the familiar 15, 25, 35, 45, 50 that we are accostomed to).
So, the million dollar question for all of us (alternatively the 25 milk question) is will these two patches go in simultaneously, or will one preceed the other? With holocrons out, my ability to wait for clone changes has diminished even more, and the answer to this question will likely determine whether I choose to keep BE or not.
Thunderheart, can we have an answer here?
-Chezzik
I have to agree here, the devs are taking far too long to get us a new correspondant. I don't personally expect a dev to jump in within a week of the correspondant going AWOL however this has been going on what is almost a month with no sign of it ending. This just goes to show how poorly thought out this correspondant system was, as soon as a link in the chain was broken all information flowing both into and out of the bio-eng community was brought to a stand still. They NEED a backup plan cause thisis bound to happen again for any of the professions.
Considering this from a customer service point of view it's not asking too much for TH or someone to come in and bring us up to date on what is happening with our professions fixes and enhancements for the past month. We don't even know if this cloning system has been delayed, revised or otherwise totally cancelled.