Bio Engineer Archive

Thread: 19 answers

Hambe
Fri Apr 23, 2004 2:58 pm
#105


TH


A good attempt at a first round but a little vague in some areas and I wondered if you would consider asking yourself the following questions before posting the response to next week's set of questions?



Q1 Can the question be answered? - If No or Not Now then please request a new question from the correspondant and give a timescale for when original question can be considered (i.e. next round, 2 months, after SE, after publish X)

Q2 Has the answer been approved by the dev responsible for the profession, and key figures like Q-3PO and Just G? If No then please let at least one of them review it

Q3 Has the question actually been answered in the opinion of the Correspondent? If No then please reword the answer to remove ambiguities or errors or change your answer to Q1

Q4 Does the answer contradict any previous posts from a dev or TH? If yes please draw attention to this and confirm that the old post is now defunct


As an aside on the above and given your history with wording you state that the 'droid' has no effect, you do NOT mention the droid crafting station module so could you be referring to the fact that the experimental effectiveness of the final droid does not impact on the underlying module already installed, but the module DOES impact on effectiveness (even if at a lower % than a +40 architect crafting station)?


Cheers and I look forward to next weeks responses


Hambe Shiro

Master Droid Engineer / Architect / Artisan

Moonlight Valley, Naboo, Chimera
Indene
Fri Apr 23, 2004 3:08 pm
#106



Amscu_Edfo wrote:
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.

.....






I have not done extensive testing but I noticed when I used a droid to make vehicles I got 0 or 1 crit fail in all of the first day when everybody was selling/buying.
Later using a +42 crafting station I was getting crit fails every time i turned around (10%-25% crit fail rate). Stopped even trying to make them. In other crafting I have noticed a subjective (i haven't tested thouroughly) impovement if i use a +20 rather than my +42 station with my 14.88 tools. I should go on a quest to statisticly test this some time

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
SinnAsyr
Fri Apr 23, 2004 3:18 pm
#107

But just wondering, Why are Entertainer/Musician questions basically *are* the same?




well at least you SOMEHOW got time to answer us a question.................



-Rynn Lightcloud-

Smuggler

-Accain-

Entertainer-Ahazi
Naufragus
Fri Apr 23, 2004 3:20 pm
#108






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






well if i where a betting man, i would bet that Kurt cant do that....i will be surprised if we even see a second group answers but really doubt this will last longer than a month


Morthon
Fri Apr 23, 2004 3:55 pm
#109






Cafa wrote:





Morthon wrote:


Great post, and I love finally getting answers to a lot of basic issues, but there are two things that trouble me a bit. I have listed them and tried to offer some ideas also.


[snip]


With merchants they want to fix it so people who drop merchant skill can not keep their vendors. Logical yes, and once again I can see why merchants would like this, but what would it do to the game? I would guess that more than 50% of the vendors ingame now are owned by non-merchants. Thischangewould eliminate competition and drive prices up. This also seems to be a perfect way to make people buy two or moreaccounts, and essentially punish those who cant. With the current storage limits,I would be forced to destroy everything I looted or stand around and spam to sell it before I could hunt again. I would effectively be a merchant every time I looted something. As I hate spamming and love hunting Im faced with the choice of making my one character useless for hunting and/or pvp, orhavinghunting itselfbe pointless? Not everything logical is good.


As couple proposals, I would suggest that they keep a few items like ubese shirts, belts etc as non-decaying items, and make some similar items for tailors. Then recode be enhancements to decay over time, say 90days, then you need the be part re-enhanced. This would give both tailors and BE's repeat business without hurting players to they extent a 100% decay on all items would. Right now I only use +1 sea's but if I ever loot a good one that my character can use I would really hate to see it decay and be gone in a short period of time.


For merchants I would suggest making merchant deeds, franchises if you will. A master, or whatever level, merchant could produce a deed that a non merchant player could then use to place a vendor in their house. These vendors would then pay a "franchise" fee to the creator, perhaps with an option of a fee per month or a percentage of items sold. You could then scale the vendor fees, which would still need to be paid buy the home owner, to the price of goods sold to avoid excessive use of vendors for storage. That fee would be completely waved if the vendor was being operated by a player with appropriate merchant skill.


Im all for fixing bugs, but lets remember this game is supposed to be fun for all. So I hope fixes will look at the effect on the population as a whole and not just the one profession.





I'm all for everything staying the way it is AS LONG AS I get the TKA Meditate line for free. I mean, come on, this game is supposed to be fun for everybody! Sheesh


Exploiters will always try to justify their exploitation. Too bad the devs don't place as much value on the crafters that actually support this game by retaining merchant as they do in the exploiters that don't.


Fivo Asia








I think the flame was uncalled for, did you read the merchant proposal? I dont claim to have all the answers or perfect solutions but I did offer and option that was far short of getting something for "free." I spend hours a week virtual shopping, so the vendor issue is important to me not only because I sell stuff, but because I truely enjoy planet hopping and searching for bargains at some of the out of the way, unlisted vendors. Take away half the vendors and I lose content, and while I may indeed be strange I cant be the only person who feels this way. My proposals were aimed at offering VERY signifcant income rewards for those with the merchant skill, anddiscourage the use of vendors for storage, without taking out a lot of the funaspects of having lots of vendors in the game.



*****************************************************************************


Dont bother looking for my Epeen, wife got it in the divorce....
taloncard
Fri Apr 23, 2004 7:37 pm
#110






Thunderheart wrote:


I really TRULY do not want to see any profession get nerfed.


Well, in essence, all of the combat professions would be "nerfed" simultaneously, so it shouldnt feel like a nerf, it should feel like a change in gameplay - - which is why the majority of the combat balance has to be done at the same time. Some abilities will increase, others will decrease and all the specials will be useful. To do that, they have to be "balanced" (hence the name).






Really????


you mean that CH is gonna get even further nerfed?? seems to me that we were told that Creatures and CH's would be the first part of the new combat rebalance with patch 6. You seem to forget that the Chef revamp and Creature "balance" were part of the now scrapped combat revamp.


And considering you only have 2 months till the 1st anniversery of the game I see no way that the combat revamp is gonna get done by then.







Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


TorvusMessorius
Sat Apr 24, 2004 12:40 am
#111

Thanks TH for answers





-------
IGN = Scar'
-------

sirsri
Sat Apr 24, 2004 12:50 am
#112

The dev's understadning of how actual genetic engineering works is well uh... lacking. The first time you make something, it's quite correct you don't necessarily know what you're sequencing. After that it is just chemistry, if you add in a specific chain of molecules it behaves in a specific way.

Biology is not any more mysterious than any other chemical process, more complex debatably, but nothing goes on that we don't understand.

Besides that just because an effect is non linear doesn't mean we can't understand it. The error made here is that you are saying we don't understand our systematic error, which is wrong, and in the real world you can always calculate your random error (because its statistical). Your bio eng model needs a bit of work.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
Cafa
Sat Apr 24, 2004 4:49 am
#113








Morthon wrote:






Cafa wrote:





Morthon wrote:


Great post, and I love finally getting answers to a lot of basic issues, but there are two things that trouble me a bit. I have listed them and tried to offer some ideas also.


[snip]


With merchants they want to fix it so people who drop merchant skill can not keep their vendors. Logical yes, and once again I can see why merchants would like this, but what would it do to the game? I would guess that more than 50% of the vendors ingame now are owned by non-merchants. Thischangewould eliminate competition and drive prices up. This also seems to be a perfect way to make people buy two or moreaccounts, and essentially punish those who cant. With the current storage limits,I would be forced to destroy everything I looted or stand around and spam to sell it before I could hunt again. I would effectively be a merchant every time I looted something. As I hate spamming and love hunting Im faced with the choice of making my one character useless for hunting and/or pvp, orhavinghunting itselfbe pointless? Not everything logical is good.


As couple proposals, I would suggest that they keep a few items like ubese shirts, belts etc as non-decaying items, and make some similar items for tailors. Then recode be enhancements to decay over time, say 90days, then you need the be part re-enhanced. This would give both tailors and BE's repeat business without hurting players to they extent a 100% decay on all items would. Right now I only use +1 sea's but if I ever loot a good one that my character can use I would really hate to see it decay and be gone in a short period of time.


For merchants I would suggest making merchant deeds, franchises if you will. A master, or whatever level, merchant could produce a deed that a non merchant player could then use to place a vendor in their house. These vendors would then pay a "franchise" fee to the creator, perhaps with an option of a fee per month or a percentage of items sold. You could then scale the vendor fees, which would still need to be paid buy the home owner, to the price of goods sold to avoid excessive use of vendors for storage. That fee would be completely waved if the vendor was being operated by a player with appropriate merchant skill.


Im all for fixing bugs, but lets remember this game is supposed to be fun for all. So I hope fixes will look at the effect on the population as a whole and not just the one profession.





I'm all for everything staying the way it is AS LONG AS I get the TKA Meditate line for free. I mean, come on, this game is supposed to be fun for everybody! Sheesh


Exploiters will always try to justify their exploitation. Too bad the devs don't place as much value on the crafters that actually support this game by retaining merchant as they do in the exploiters that don't.


Fivo Asia








I think the flame was uncalled for, did you read the merchant proposal? I dont claim to have all the answers or perfect solutions but I did offer and option that was far short of getting something for "free." I spend hours a week virtual shopping, so the vendor issue is important to me not only because I sell stuff, but because I truely enjoy planet hopping and searching for bargains at some of the out of the way, unlisted vendors. Take away half the vendors and I lose content, and while I may indeed be strange I cant be the only person who feels this way. My proposals were aimed at offering VERY signifcant income rewards for those with the merchant skill, anddiscourage the use of vendors for storage, without taking out a lot of the funaspects of having lots of vendors in the game.





JUst for continuity I'll leave it all up there ^^^


You're more than free to feel however you wish mate. It's irrelevant to the discussion or the debate. I did not flame you, I made a point of contention towards the developers and managers of this game which continue to cheapen the merchant class as a whole in order to pacify people like you that wanna blame merchant problems on merchants and not the exploiters.


If a player invests points in the profession and post a product at a listed price anyone is free to purchase it. The developers have AGAIN AND AGAIN refused to allow merchants to have any real control over who may purchase their goods, even in aGCW setting, in this lovely sense of fairness. So, anyone whining about people putting anything on their vendors at any prices need to get off their high horses. Especially when they are also advocating letting people continue to get away with exploting the failure of the developers to properly implement dropping the profession.


AFAIC, anything that continues to allow the playerbase to openly exploit the profession cheapens it worse than the sad state the developers have left merchants in. If you don't want those of us that utilize the profession to get hot about it then stop advocating amnesty for breaking the rules.


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

poulp
Sat Apr 24, 2004 9:13 am
#114

Ooooooooooooooook. Read every word from TH and all the reactions. I feel like a microbe in the sense that as a 'standard' player who is not a genius about testing this and that specific detail of my profession, or giving much time reading and interacting in forums (I prefer to play), I feel that 'quality of life' in the game for non PvP player and 'hope to get my question answered one day' is almost nil Nowaday I just want to know if within the next 6 months or so the question of items capacity in homes and halls will be answered. I just bough (500k) a guild hall with 14 rooms in it to discover that u can only put 250 items in it. It's not even enough to DECORATE all the rooms, and no usefull items can be stored after that...and it still cost 7 to 9 lots with added maintenance costs...


There is no room in all the categories (defined by professions) u made TH, for simple questions about life quality in the game; those questions are NOT priorities for crafters: they want better crafting conditions. I want better quality of life.


Poulp, explorer, harvester and novice BE ( and RL md who agrees that ur genetic field conceptions are WAY outdated)
Bearalag
Sat Apr 24, 2004 2:28 pm
#115

I don't want to speak for all DE's, but I have a feeling a couple will agree with Me.


Please don't bother addressing any DE questions in the future weeks to come. Because with every answer youjust make us more angry/upset. Was this even a question we asked? Go to our forum once and a while, this question is not in our Top 5 or Top 20 Questions.


Even if our Correspondent asked this question you gave the typical answer.... We'll get back to you. Don't call us, we'll call you.




---------------------------------------------------------------------------------------------------
NOVA Goods Shop 700m South of the Coronet Starport (190, -5440).

S.W.G. Congratz on :
"Coaster of the Year" Award from Computer Gaming World Magazine
Silvadeus
Sat Apr 24, 2004 11:05 pm
#116

Just gotta say TH, that this is a great Idea, many of the professions have been getting frustrated and wanting answers, and This has got to be one of the most brilliant ideas ever... I thank you so much for doing this



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ChilastraBH
Sun Apr 25, 2004 4:54 am
#117

interesting
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