Bio Engineer Archive
Thread: Bioengineer State of the Profession
Zadokk
Mon Jul 12, 2004 3:59 pm
#105
much of what i would like to see has probably already been said:
1. a lot more pet skins (perferbly flyers)
2. add CL in the dna template (so BEs can predict CL better / know when to stop experimenting)
3. improve DNA storage
4. make mutant rancors easier to sample
(they attack me, even when im under cover with +95 mask scent) - perhaps offer a mask scent bonus for master BEs ?
5. make more tailor tissues
Meplorium
Mon Jul 12, 2004 7:14 pm
#106
Is this a top 10 things needed or more of an up to date overview of the profession?
As to my issues,
Chef Tissues -Flavor, Filling and Quantity tissues are way under ultilized. This is impart that they are harder to make. They also do less for the food than neutrient tissues whos affect is of the most concern of food consumers. These need to be balance, like removing the animal resource components from the unused 3 tissue types to make them more attrative due to lower cost.
Give use the secret research igredient already.
Tailor Tissues - Skill mod tissues need to be expanded upon. They should also be allowed in lower level armor so those armors are more attractive over the over used composite. I like the looted components used in making experiment skill mods, like the crafter apperons.
Animals - Make mounts more useful. Allow specials to be used while on mounts, however the mount can travel at normal human walking speed during this combat. Allow the mount to attack while mounted. Allow surveying while on top of mounts. Have gallop last longer so they get a speed boost. Lack of speed is the number one reason they are not used.
Damage type in range attack mode. We want to use the different damage types while crafting animals, not just kin.
CL based on the actual stats of the pet, unlike now where it is based on some voodoo numbers that allow a 60%kin, 8k HAM animal at CL10 while another CL10 is only 2k Ham and no resists. Since CL is then based on the stats, displaying the CL on the template during exp is easy enough to do, though not possible now since the CL is based on some sort of voodoo type numbers.
maxblast
Mon Jul 12, 2004 9:14 pm
#107
1. pet stims we need our own advance componets and regular componets put into the the engineering tree. breakdown of these componets
would be simliar to medic and doctor where as only the advance componets require certain or specific resources . right now it takes likefive or sevenspecific
resources to make one good stim when you include the ones that you use to make advance stims ie ; pet c stimm requires datihmour insect meat plus theadvance
specific resources to make the medic coponets. very frustrating on top the ideal you only have five skill points to expierment with medic componets. as a comprise
to this if to hard to rework the pet stim line i would suggest give us the medical expiremntation points and assembly into engineering tree and removing the specific
resource required to make the actual pet stim in final assembly.
2. in the dna line gives us the ability to use camoflage that way the rangers would at least have someone to sell there camoflauge too. lol i know i'm dreaming on
this one just had to put this one out there though.
3. missions like if you godo something you get a non tradeable animal skin thats not found anywhere in the game also could be extended to tissues for chef
and talior.
4. give us the abiltiy to make a force damping pet ie through a special mission or as dna through a loot drop hehe that would really make us number one in
the eyes of those uber jedis . i even ask nicely pretty please with sugar on top . 
5. instead of raisng the cl number of master creature handler give us a tissue that will raise it forcing the master ch to make a choice between higher cl or armor
Bracci
Mon Jul 12, 2004 11:14 pm
#108
I am perfectly happy with the pet stims the way they are. You want experimentation? go master doctor or hire one.
Pets is my top issue(s)
1. We need a way to end the invalid pet check.
2. During DNA compilation it would really help to get pet level.
3. Quit hitting us with double whammies on crit fails (DNA creation and Pet creation).
4. Give us a way to get DNA from others. We are the only class in the game that is totally self-sufficient for one resource.
My next issue is skill tapes (or lack thereof). We are the only crafting profession without them. I would like to be able to separate myself from the other BEs on the server as a "12 point BE", when most of the rest are simply chefs' alts or hologrinders (the second not so much anymore, but you get the idea).
My next to last issue is the lack of any significant content. By this, I mean no additional schematics. We want stuff that we can make that other BEs can't. We want stuff that a tailor can make that will enhance our skills (can anyone say crafting apron, chef hat, de toolkit, etc?).
My final issue is fish/mollusk/crustacean meats. I can get any other meat in significant quantity from hunters. Fishing flat out sucks. It was a slap in the face to artisans and scouts to give the shellfish harvesting tool and then not require any artisan (surveying) or scout (survival) to use it, and an even harder slap to make it harvest such horrible amounts. The fact that the surveying code got nerfed due to afk samplers affects us since we cannot get any significant quantities of these resources.
Pets is my top issue(s)
1. We need a way to end the invalid pet check.
2. During DNA compilation it would really help to get pet level.
3. Quit hitting us with double whammies on crit fails (DNA creation and Pet creation).
4. Give us a way to get DNA from others. We are the only class in the game that is totally self-sufficient for one resource.
My next issue is skill tapes (or lack thereof). We are the only crafting profession without them. I would like to be able to separate myself from the other BEs on the server as a "12 point BE", when most of the rest are simply chefs' alts or hologrinders (the second not so much anymore, but you get the idea).
My next to last issue is the lack of any significant content. By this, I mean no additional schematics. We want stuff that we can make that other BEs can't. We want stuff that a tailor can make that will enhance our skills (can anyone say crafting apron, chef hat, de toolkit, etc?).
My final issue is fish/mollusk/crustacean meats. I can get any other meat in significant quantity from hunters. Fishing flat out sucks. It was a slap in the face to artisans and scouts to give the shellfish harvesting tool and then not require any artisan (surveying) or scout (survival) to use it, and an even harder slap to make it harvest such horrible amounts. The fact that the surveying code got nerfed due to afk samplers affects us since we cannot get any significant quantities of these resources.
ArthurDentOnBria
Mon Jul 12, 2004 11:26 pm
#109
I agree, and that's actually how I feel about all the "make BE easy" suggestions (i.e. give us cammo, make sampling CL 75 creatures easy, make all our schematcis have things that can be gathered in huge huge quantities etc.).I think with the way things are now, it's difficult for a single BE to "do it all" and that's a good thing. As soon as you make everything less time consuming and trivial to do, the market gets flooded and we all quit out of boredom. Not only that, but it's really not fair to suggest that we "cherry pick" from other professions. Doctors know meds better than we do, rangers know the outdoors better than we do, and that's the way it should be. We always have the option of taking up those professions if we want those skills.
Bracci wrote:
I am perfectly happy with the pet stims the way they are. You want experimentation? go master doctor or hire one.
Message Edited by ArthurDentOnBria on 07-12-2004 11:29 PM
Seiryuu
Tue Jul 13, 2004 12:39 am
#110
For Chef tissues:
1) Update the nutrient schematic quality ratings to 50/30/20.
I did not test anything other than BSN, but all the lines and tissues probably need correcting. Tailor tissues are suspect to me now, although they are not as important to max out.
2) Nutrients are the most desirable line of tissues, yet they are the easiest to make. Any flora + creature food + a non-structural flora.
The others require specific and less easily obtained creature food such as milk, or in the case of the mass tissues both wild and domestic meat, in quantities up to three or four times greater than the nutrient line.
Chefs are loathe to pay fair market price for an easy to make and useful tissue such as BSN or INN due to a failure to realize how tough meat is to acquire. There is no way they will ever pay four times that for a tissue that gives them less of a perceived benefit. If it is not worth it to them, it is not worth it to us, so three of the tissue lines go unused.
These should be brought into line with the nutrients.
1) Update the nutrient schematic quality ratings to 50/30/20.
I did not test anything other than BSN, but all the lines and tissues probably need correcting. Tailor tissues are suspect to me now, although they are not as important to max out.
2) Nutrients are the most desirable line of tissues, yet they are the easiest to make. Any flora + creature food + a non-structural flora.
The others require specific and less easily obtained creature food such as milk, or in the case of the mass tissues both wild and domestic meat, in quantities up to three or four times greater than the nutrient line.
Chefs are loathe to pay fair market price for an easy to make and useful tissue such as BSN or INN due to a failure to realize how tough meat is to acquire. There is no way they will ever pay four times that for a tissue that gives them less of a perceived benefit. If it is not worth it to them, it is not worth it to us, so three of the tissue lines go unused.
These should be brought into line with the nutrients.
aswex
Tue Jul 13, 2004 6:09 am
#111
I would like to see professions other than chef and tailor need us. Perhaps we could maketissues/components that boost doctor buffs, boost the various stimpacks and woundpacks, allow disease/poison weapons, allow new resistances to be added to armor, increase flora harvester effectiveness. We could be a new type of MMORPG profession: buff buffers! OK, I admit, that sounded lame
but you get the idea.
And hey, where are our looted schematics???The Geonosian biolab would have been the perfect place to put a looted creature skin schematic.
Zadokk
Tue Jul 13, 2004 6:49 am
#112
well i would be happy to say, take a ranger out with me, IF he could offer me camoflauge as well. I have no problem finding mutant rancors (i have 3 waypoints to static spawns) but its the fact that I cant even get close enough to sample them. If i were to do Master Ranger / Master BE (so I could get Dathomir camo kit) then it would leave me with 18 SP for fighting / defense skills - which is nothing! How am I suppose to defend myself I get agroed?
ArthurDentOnBria wrote:
I agree, and that's actually how I feel about all the "make BE easy" suggestions (i.e. give us cammo, make sampling CL 75 creatures easy, make all our schematcis have things that can be gathered in huge huge quantities etc.).
Bracci wrote:
I am perfectly happy with the pet stims the way they are. You want experimentation? go master doctor or hire one.
CapricornONE
Tue Jul 13, 2004 8:58 am
#113
allowing Janta BLood to be used in Petstims is a great idea
drezbizkit
Tue Jul 13, 2004 10:21 am
#114
Invalid Pets - I think this is still probably numero uno on the list of issues. The way a CL is determined seems wildly unpredictable, apparently to the devs, as they need to create an additional step for validating pets. I know some BEs in the community want a CL during the DNA Template creation, but I'd be satisfied, with a more predictable CL determination, and the removal of the pet validation. As a BE who crafts something, it is utterly ridiculous, that a customer can buy our product, look at the stats of the product before purchasing, and/or before using, and see those stats, but when the customer uses it (i.e. Tames it), they are forced with a decision, that will change the stats of what they purchased.
DNA Storage - This is an issue for us, BEs and for the devs. The DNA blood idea, in some shape or form seems to be the best idea around. Basically, instead of storing the actual DNA you store the blood of the creature. This can allow more combat focused BEs (and/or just the sneakier ones) to collect the DNA, and more crafter focused, mad scientest, to purchase it. I don't knowif the idea has been brought up, but the possibility of new device, Blood Storage Container, could be used to hold the blood samples. They could be specific to certain types of creatures, so that if you wanted BMBQ and MH blood, you'd have to have atleast 2 of these containers.
Creature Blood - Related to DNA Storage, but a little different. Now, DNA samples have serial numbers, and that introduces the potential, for schematic runs of creatures, or other items. Basically, the thought process could be that you could introduce blood into the resource shift. Why? well, if blood can be used in schematics, then you'll want it to shift in and out for the same reasons resources shift in and out. Each shift of blood, would be creature specific, and if a VHQ dna sample was taken, it would have the same stats (and serial). Blood, or DNA can then potentially be used in a schematic for creatures, or possibly, even for other components (i.e. Tissues).
BE Tailor Tissues - Currently, the tissues, as ArthurDent has said, only a few are actually useful. I think the more rarer of resources is good to have, to make these items more rarer. With the Combat Rebalance (CB), things are going to change, and some skills that are important now, may not be, and vice versa. The tissues that BEs have should be relooked at, to see what is appropriate, and then there resouce requirements should be readdressed, to account for the rarity desired by the devs. Components could be meat, but other possible ideas, could be components for other professions, and possibly even Creature Blood (as described above), or DNA (i.e. VHQ Mutant Rancor DNA could be required or optional component for the a tissue that the devs want to be rare).
BE Armor Tissues - With the CB, I'm not sure how many people will be wearing armor. But to me, allowing BEs to make tissues for armor, seem to make more sense, as it is going to decay faster. A new type of subcomponent (other than RFP or SynthCloth) for armor schematics could possibly be added for use in creating of skill enhancing armor.
Loot - Ok, we got Skill Tapes and Armor Attachments. Why not have some other loot drops, that do the samething, except they are components in our tissues.
Tailor Issues - Alot of the above I've discussed, puts alot of features that BEs can have, and thereby, not having too much excitement for the Tailor. Alot of the ideas above can, and probably should, be divided between the two professions, so that to make enhanced clothing, some of the crafting game should be given to the Tailors.
Resources : Milk, Crust, Mollusk, Fish, Egg - The worst. The amount of time to gather these is ridiculous. It is almost worthless to do so, as the effort it takes to gather these (with the possible mild exception being milk) isn't worth the benefit.
Pet Changes - With the potential for creatures to make an impact in PvP, and need for specialized creatures (i.e. BE pets) become even a more important topic. Damage Types, potential new attacks, are all factors that can help.
Gathering Stuff - Wether it be DNA, Creature Blood, Curstaceans, Eggs, whatevers. It is extremely, extremely boring for me, I'm pretty confident, that for the most part, most people agree. Trying to follow a creature, hoping it doesn't warp, or endlessly hitting the same button, or bringing up the menu on a lair, are all boring, and not challenging. Either, lets us AFK do it, or make it more challenging (and therefore probably take more time), but give us more of it to compensate.
ArthurDentOnBria
Tue Jul 13, 2004 1:04 pm
#115
I sample MR's frequently with no combat skills and no ranger skills, and I've never hired a ranger to cammo me. But the yield is low obviously and it is a challenge. If I wanted to "mass produce" CL 70 critters I would certainly look into doing the master ranger/master BE template as others here have done, but of course, as you say, that would require sacrificing other things.
Oh, and Zaddoc, master rangers *can* apply cammo to you.
Message Edited by ArthurDentOnBria on 07-13-2004 01:24 PM
ArthurDentOnBria
Tue Jul 13, 2004 1:13 pm
#116
owch, this is not something a BE is supposed to say, lol, given that our role is largely component suppliers to others.
maxblast wrote:
a. it is no fun serching for three hours for venders that carry advance componets or looking for a doctor to make the scehmatic .
Bracci
Tue Jul 13, 2004 1:37 pm
#117
I am master Doctor, Master BE. That leaves absolutely no skill points for combat if I take the exploration line of scout. I do just fine thank you.
If you can't find a master doctor to sell you components, you're obviously not playing an MMORPG. You should be playing a Role Playing Game, during which time you MEET PEOPLE and build relationships. How many tailors/chefs/chs do you have on your friends list? How many doctors? Maybe you should bring those numbers back into balance?
If you can't find a master doctor to sell you components, you're obviously not playing an MMORPG. You should be playing a Role Playing Game, during which time you MEET PEOPLE and build relationships. How many tailors/chefs/chs do you have on your friends list? How many doctors? Maybe you should bring those numbers back into balance?