Bio Engineer Archive

Thread: 19 answers

daltonj001
Fri Apr 23, 2004 9:09 am
#92








Thunderheart wrote:


What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?


The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended







TH, on the whole I felt this was very good feeback. As one of the above posters said, I felt like more than half (51% :smileyvery-happy of your responses were clear and concise. However, your above response does not meet that criteria and it affects ALL crafters. Saying that the "exact" effect of something is that it "influences" is NOT a valid answer. It's an evasion. It implies either,


A. you don't know and the Devs don't know...
B. you don't know and the Devs won't give you a straight answer
C. you know and can't tell for some reason...
D. Or (and to my way of thinking most likely) you got an answer from the Devs and you doubt it and you don't want to get caught out again making false statements like what happened with the SEA's.


If it's the option D, I encourage you to share the formula... if not with the widespread public then with a select few of the crafting profession correspondents that will be willing to validate it's correctness and allow you to go back to the Devs with some hard numbers.





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nefarious
Fri Apr 23, 2004 9:35 am
#93






Artisan: Will you give Master Artisans an increase in Survey range, such as 512m?


Probably not. The reason why we wouldn't increase the range or it would be difficult to increase the range is because the information isn’t available at that range.







Thanks for the anwsers TH, glad to see some feedback.


On the issue with Range, I assumed when I hit master I would get a survey bonus, I don't know if you played an artisan, but when I craft a survey tool I can make them with a max range of 390m, but when I goto set the options the max I can chose is 320m. Is this a bug, or was there plans at one point to allow 390m survey range.


Also If I were to get survey skill tapes would that help?



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Blue_Sphere
Fri Apr 23, 2004 9:37 am
#94

Thank you!
Wagnbat
Fri Apr 23, 2004 9:55 am
#95

If you can keep your schedule of 19 questions a week, you will make the entire community verra verra happy TH.



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Cafa
Fri Apr 23, 2004 10:18 am
#96






Wagnbat wrote:
If you can keep your schedule of 19 questions a week, you will make the entire community verra verra happy TH.






Double /agree



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TookyG
Fri Apr 23, 2004 11:11 am
#97

TH, regarding the combat balance you mentioned that the changes will make combat "challenging and fun." Please just keep in mind that while challenging and fun go hand in hand so do challenging and grind.


Anyhoot, great info! Thanks.



Your skill at forum posting has increased by 1!

joey1342
Fri Apr 23, 2004 11:15 am
#98

TH,


any idea when the combat medic is gonna be fixed? anyone who has been hit by an area 700+ tic mind disease knows what i mean...they just shouldnt be able to by pass the 75% pvp reduction like the rest of us...thanks!


Amscu_Edfo
Fri Apr 23, 2004 11:35 am
#99

DOES THE QUALITY OF THE ACTUAL CRAFTING STATION MODULE[in a droid] MAKE ANY DIFFERENCE ON THE CRAFTING PROCESS?
Can you please clarify that just a tad? Thanks very much!
--------------------------------------------------------------------------------

Nope. It neither adds nor subtracts from the process.

___________________________________________________________

False. I have performed countless tests using a 40% rated station vs. a droid with a station. I used the same materials, same experimentation process, making the same weapon. The droid outperforms or equals the station everytime. Even with a 43% station like I have now, I still walk outside and pull my droid when I need to make a schematic because I know for a fact that I am going to get better results and I do. What you said above TH may be how it is SUPPOSED to work, but it is definately not how it DOES work in the current game.

If I may offer an explanation. A blaster power handler needs conductivity and OQ. Since Polymer has no Cond, it is automatically given a stat of 1000 for the missing attribute. Could the droid station be doing the same thing? If it affects crafting neither positively or negatively, are you saying that after the final combine, the stats on the station are non-existant? If so then that means that when you craft, you are probably being given a generic stat rating of 100% on the station inside. Since the attribute is missing, the game fills in the blank as it does with missing resource stats.



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Quaryn
Fri Apr 23, 2004 12:43 pm
#100

Sounds great





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mmaughme
Fri Apr 23, 2004 1:13 pm
#101




Thunderheart wrote:

Bio-Engineer: When will we get more documentation of the cloning system and if we can't get it, why? Every other craft able item in the game with experimentation lists percentages of what stat affects the final product. Even the most basic documentation is lacking from cloning like aggressiveness of skins, and minimum CL. The larger percentage of BE's that do not read these boards have no access to this information.



Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in-the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.



Based on giving the profession a realistic feel, the profession in the game is not an exact science either. As such, all of the formulas are non-linear. There are random elements designed into the process.







Sorry TH, but this is a crock. My guild had four BEs in it when the BE patch went live. Two were masters, and two were training up. After the BE patch, the masters dumped BE as they hated the complexity of the new cloning system. The two who were training up dumped it after reaching master, for the same reason. We now have one BE in the guild who's training up Tissues and Experimentation, but isn't going to touch the cloning aspects of the profession -- they're too much work, with unpredictable results, and absolutely no documentation.


You're missing a major point here -- fun. Remember when you first came back to the Forums, and you kept talking about how the Devs wanted the game to be fun? Well, cloning is no longer fun. While it sucked before the patch, the results were at least predictable and made sense. Now it's a ton of work, a lot of BEs aren't enjoying it, and results are unpredictable to such a degree that the time spent collecting the DNA in the first place isn't even worth it. I constantly had people asking me for non-CH clones, and I could never make them. Every single attempt to make a non-CH clone resulted in a CL 11 to CL 13 clone. I finally got so frustrated with the entire profession that I logged on one evening and deleted the entire skill tree down to Novice Medic. It was no longer fun -- it was work.




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mmaughme
Fri Apr 23, 2004 1:15 pm
#102

And while we're at it, would you please stop posting message with embedded styles? The Lithium editor doesn't allow us to quote your initial message and respond, without first telling us the embedded HTML is illegal. Works fine after going into the HTML editor and removing all the embedded crap, but not everybody can read and edit HTML. Lots of folks have complained about this, but the practice continues.




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

rexan
Fri Apr 23, 2004 1:35 pm
#103

ThunderHeart,


Do you think you could make it a point to answer ALL of the top 10 questions from each fourm once a month? Or once every other month? The developers institutedthe corospondent system to enhance communications. All professions want to know that they are on the radar scope. And getting 10 questions answered once every 2 months is not very much to ask for. And it would do wonders to ensure the players know they are being heard.





Rexan Ryu
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rexan
Fri Apr 23, 2004 1:42 pm
#104






Wagnbat wrote:
If you can keep your schedule of 19 questions a week, you will make the entire community verra verra happy TH.







Yeah, look at that. It will only take 20 weeks (about 5 months) for you to get your answer to all 10 questions. Come on,that doesn't seem like awhole lot ofeffort in ThunderHearts part.


Although I guess that getting 1 question answered a week is better than gettingNO questions answered for over 8 months.




Rexan Ryu
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