Bio Engineer Archive
Thread: Bioengineer State of the Profession
BaliMar
Tue Jul 06, 2004 3:45 pm
#92
On the same lines BE could make buffs for pets similar to doctors/entertainers do for players or as weaponsmiths do with weapon power-ups.
Plageron
Wed Jul 07, 2004 5:24 am
#93
That last Idea sounds like a great Idea in my opinion.
And if they wont make more mounts then maybe an item to increase the speeds of a mount should be made.
Sort of Turbo thing.....not that stupid sprint thing.....A turbo thing that as long as its activated the Mount goes real fast...hardlines the Action pool's temporary damage...and when the action temporary damage is almost all gone it starts causing mental temporary damaeg to your creature in whopping amounts.....until when thats gone your creature will collapse
But of course you should be able to turn this feature on and off.
Oh well....maybe my latest fixation with City of Heros has me thinking of things not feasible....although......they could rip some stuff from that game.
RebelSWG
Sun Jul 11, 2004 2:24 pm
#94
So wth are we with fixes? Some of the issues from posts of February have still not been addressed! This game is starting to look like something we need to move away from as rarely do bugs get fixed. I'm soooo tired of paying to be aggravated. C'mon BE-Spokesperson, light up that #$#@$ dev team!
NancyJ
Mon Jul 12, 2004 9:21 am
#95
Currently working on a new SOP for the devs so if theres anything you want to say, issue you want to raise etc now is the time to do it.
For a guideline of what goes in to an SOP read the Talthazaars sticky
For a guideline of what goes in to an SOP read the Talthazaars sticky
ArthurDentOnBria
Mon Jul 12, 2004 9:50 am
#96
NancyJ wrote:
Currently working on a new SOP for the devs so if theres anything you want to say, issue you want to raise etc now is the time to do it.
For a guideline of what goes in to an SOP read the Talthazaars sticky
I looked at Tal's, which dates back prior to the pet revamp. One thing I think is important to emphasize is that our tissues line is in pretty serious need of a re-balance and some new blood pumped into it, particularly as it applies to tailors. If you look in the tailor forum, this is actually one of their top issues as well. Right now there are actually only afew "meaningful" tissues (advanced bio sensors, stun/melee, masked scent, warcry/intimidate) and most of them are pretty poorly thought out (bleed defense? a tissue that enhances "cover" and is the most difficult to make? entertainer healing? why would an entertainer want to heal you faster?, taming?) So anyhow, I'm lobbying for this to get looked at as part of the combat balance. I really feel like when you look at what chefs can do to help people in terms of their stats, and the value that armorsmiths bring to combat, and the value that smugglers will be bringing after their spice revamp, it's very easy to imagine that our tissues will become lost in that whole shuffle and be more of a joke then they are now.
NancyJ
Mon Jul 12, 2004 10:11 am
#98
ArthurDentOnBria wrote:
NancyJ wrote:
Currently working on a new SOP for the devs so if theres anything you want to say, issue you want to raise etc now is the time to do it.
For a guideline of what goes in to an SOP read the Talthazaars stickyI looked at Tal's, which dates back prior to the pet revamp. One thing I think is important to emphasize is that our tissues line is in pretty serious need of a re-balance and some new blood pumped into it, particularly as it applies to tailors. If you look in the tailor forum, this is actually one of their top issues as well. Right now there are actually only afew "meaningful" tissues (advanced bio sensors, stun/melee, masked scent, warcry/intimidate) and most of them are pretty poorly thought out (bleed defense? a tissue that enhances "cover" and is the most difficult to make? entertainer healing? why would an entertainer want to heal you faster?, taming?) So anyhow, I'm lobbying for this to get looked at as part of the combat balance. I really feel like when you look at what chefs can do to help people in terms of their stats, and the value that armorsmiths bring to combat, and the value that smugglers will be bringing after their spice revamp, it's very easy to imagine that our tissues will become lost in that whole shuffle and be more of a joke then they are now.
Totally aggree on the tailor tissues issue, as an ex tailor I have a pretty good insight in to the problems with them but thanks for the reminder
Is there anything pertaining to chef tissues that anyone would like to raise? I've never made them other than for the purposes of testing so I dont really have a good insight into them, beyond the pricing discussions here and I believe the nutrient tissue are the only ones with any real value, right?
ArthurDentOnBria
Mon Jul 12, 2004 10:17 am
#99
There's been a lot of sentiment amongst chefs to lower the effectiveness of our tissues, and a lot of sentiment to do away with the meat as an ingredient, but personally I believe both of those would certainly be very harmful to us, but that's just my opinion.
NancyJ wrote:
Is there anything pertaining to chef tissues that anyone would like to raise?
shargus
Mon Jul 12, 2004 11:28 am
#100
1) Leave BE Chef tissues intact. I agree any change would be of harm to our profession
2) Revamp Tailor tissues. Provided different attribute bonsues (Block, Ranged Def, etc) maybe even a lootable limiteduse schematic for crafting experimentation, weapon speed, accuracy, etc. Make clothing lose its bonus effectiveness at 0 condition. Would help BEs and tailors
Modify tailor tissue material requirements to slightly less obscure (mollusk, milk)
3) Consider blood sampling system to reduce DNA storage requirements
4) Consider medical tissue to be substituted as biological effect controller. Similar to Janta blood but not as powerful to keep the value of the loot drop.
5) Additonal pet skins for snakes and flyers
6) Provide manual preview button for HAM / level during pet crafting process
7) Have materials return to inventory during crafting failures similar to Architect
Message Edited by shargus on 07-12-2004 01:28 PM
Okin_Sin
Mon Jul 12, 2004 11:37 am
#101
I would love to see the Be food tissues that need milk as a requirnment changed to something a little easier to get. I know the BSNs for example are a pain and expensive to make, but mass production of the ones that require milk is very difficult.
Aynianu
Mon Jul 12, 2004 1:45 pm
#102
My biggest Issues are the tailor tissues as Arthurdent already mentioned.
And Pet damage types, i think there should be a veriaty of damage types for pets, at the moment it is just kinetic (possible acid on ranged? in theory), My suggestion would be to link damage types to certain skins, such as giving rancor or grauls blast damage, maybe lizard skins acid damage, as examples.
furrycat
Mon Jul 12, 2004 2:21 pm
#103
There are two things I'd like to see (apart from fixing the known bugs). One of which I think we need quite badly; the other would be a nice bonus.
First up is those tailor tissues. As has already been suggested, we need more. Personally I think that anything that can be in a clothing or armour attachment should be available as a tissue to sell to tailors. At the moment we have too few items to sell and people are more interested in trying to loot attachments than in buying clothes, which makes a mockery of SOE's stated goal of having player-crafted items be of better quality than lootz. Extra bonus tissues would be especially useful with the fabled combat rebalance when people start to wear stuff other than composite armour.
If the devs want to balance out the large number of new bonuses by capping individual tissues at +10 (for instance) or requiring high quality resources to make them, so be it. That would be a reasonable tradeoff.
The second thing that would be nice is the ability to sample higher level creatures' DNA. I propose that anything you can get close enough to without getting aggro should be a candidate for sampling. This would add an extra dimension to creature recipes. Maybe you can sample that level 150 animal with medium armour and high resists to everything but you are going to have to throw some weaker samples into your template to get the final pet's level low enough to be controllable. Trading HAM against damage or resists would become very interesting indeed.
I'd also like to see creature handlers able to control higher level monsters than 70 (perhaps only when wearing their new CH clothes...) though that might not be necessary if we were able to offer them funky new animals with the above change.
Other nice to haves: controlling size of pets (several reasons for this; all discussed before), more skins, more skin colours, more mounts, FLYERS, why the entire crafting category just for DNA templates, etc etc. Really we have a lot of issues which are only small and probably wouldn't take a huge amount of work to fix but would round things out and make the profession feel more polished.
First up is those tailor tissues. As has already been suggested, we need more. Personally I think that anything that can be in a clothing or armour attachment should be available as a tissue to sell to tailors. At the moment we have too few items to sell and people are more interested in trying to loot attachments than in buying clothes, which makes a mockery of SOE's stated goal of having player-crafted items be of better quality than lootz. Extra bonus tissues would be especially useful with the fabled combat rebalance when people start to wear stuff other than composite armour.
If the devs want to balance out the large number of new bonuses by capping individual tissues at +10 (for instance) or requiring high quality resources to make them, so be it. That would be a reasonable tradeoff.
The second thing that would be nice is the ability to sample higher level creatures' DNA. I propose that anything you can get close enough to without getting aggro should be a candidate for sampling. This would add an extra dimension to creature recipes. Maybe you can sample that level 150 animal with medium armour and high resists to everything but you are going to have to throw some weaker samples into your template to get the final pet's level low enough to be controllable. Trading HAM against damage or resists would become very interesting indeed.
I'd also like to see creature handlers able to control higher level monsters than 70 (perhaps only when wearing their new CH clothes...) though that might not be necessary if we were able to offer them funky new animals with the above change.
Other nice to haves: controlling size of pets (several reasons for this; all discussed before), more skins, more skin colours, more mounts, FLYERS, why the entire crafting category just for DNA templates, etc etc. Really we have a lot of issues which are only small and probably wouldn't take a huge amount of work to fix but would round things out and make the profession feel more polished.
Dremvek
Mon Jul 12, 2004 2:29 pm
#104
I would like to see fish a bit easier to come by. It's the rarest of the meats, and impossible to get more than a few at a time. Perhaps either make it so occasionally you can catch a huge fish that's got 100 meat on it, or else allow us to net some higher quantities of fish.