Bio Engineer Archive

Thread: Returning BE, bit worried with a few questions.

Gots
Thu Sep 01, 2005 4:12 am
#1

A long long time ago (pre lightspeed, precombat upgrade) I had a fantastic time being a BE, but had to quit the game for various reasons. Well I recently came back to check on things and well... I think I might have been gone just a tad too long. I'm hoping maybe someone can help me out and bring me up to speed on my favorite profession. At the moment I'm a little bit worried that it's not quite what it used to be.


First thing I noticed was that there's no more resists it seems. Everything is just rolled up into one generic stat (please correct me if I'm horribly wrong). This troubles me because at the moment it looks like all creatures are now the same. Does this mean that faithful BE's no longer hunt down rare and difficult creatures to get those perfect stat DNA samples? that they instead just look for whatever creature hits the CL they're trying to obtain? The thing I loved most was experimenting with DNA combinations from all over the galaxy to try and get that perfect pet just suited for exactly what I need. But now it just seems like anything will do just so long as it's the right level. If we're no longer looking for the right resist combinations, what are we looking for?


Please tell me I'm wrong, tell me that while resist combinations were lost something greater was gained and BE still has that magic to it. That specialization that made it so much deeper than anything else. I'm looking for endless possibilities with different outcomes for each and I'm just not seeing it. Please enlighten me.


On a side note, now that it seems like all critters are generally the same, is the great Mutant Rancor still the top dog for making CL 70's? or has he been replaced by something in the recent expansions? I've been thinking about giving the 70 pet one final go, but I probably won't buy the expansions, just wondering if MR DNA still qualifies as "Uber."
Dorelli
Thu Sep 01, 2005 1:16 pm
#2


I would have to disagree with the last poster. I'm NOT a relative newcomer - well I am if you count in years. BE has become an exacting and fairly boring profession. We can predict to the n-th degree what our pets are going to turn out like. Kashyyyk (and a few other creatures that are elite on other planets) DNA from elite creatures has 1000 hardiness, some have 1000 dexterity, double elites have 1000 power. It's about mixing and matching with THAT to make 3 flavors:


1. high health/low damage
2.med heatlh/med damage
3.low health/high damage


No specials, no resistances ... and to make it worse, armor effectiveness and to hit and defense are reset by the game so we don't even have the challenge of adding armor anymore - nope - it all depends on the creatures level. AND, since fortitude DOES count into the level equation (and we know almost exactly what the level equation is now), it makes sense to craft with as little armor as possible for as high hardiness (health) and THAT means elite DNA in the first slot is almost a 'must' to get the highest health for level combo.


Mutant rancors ... no. The hunt for them around the sarlacc pit is over. I think a wild rancor is level 50 and i don't remember even SEEING a mutant rancor since the CU.


For me, the fun is in figuring out the recipes and equations and posting them for others to use. Probably not a great idea since that means nobody else can have the fun of figuring out their own? I've therefore decided to stop posting recipes


There are few challanges left I think. We've all pretty much broken the 9K barrier on health (hardiness and dexterity froma single elite are the key on that one). I guess there is the high damage one ... we can't go over 499 damage or the pet gets invalidated so there is the race to create the highest damage/level ratio for each level. There's the challenge of getting CH's to want to buy our animals


ArthurDent quit BE over this new system and so did Spazzers ... in fact they both left SWG although possibly AD is lurking occassionally...


The way the DNA from the right creature factors in VERY transparently Sorpaijen. I can look at a creature and pretty much tell what DNA was used to make it and how much experimentation was done where. It's way simple now compared to the old system.


Sorry about my answer but yes, the golden age is gone.


-- Dor





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Sorpaijen
Thu Sep 01, 2005 1:31 pm
#3





The way the DNA from the right creature factors in VERY transparently Sorpaijen. I can look at a creature and pretty much tell what DNA was used to make it and how much experimentation was done where. It's way simple now compared to the old system.



Well, I'd still argue that it's transparent to YOU, who clearly has spent some time and effort at this. For the true newbie-BE (like me 8) ) it's not so clear. I kept a spreadsheet, for a while, with the Level, Hardiness, and Power of every critter I made, and just to look at it, it made no sense to me. This one has lower power, but higher level... oh, because the hardiness is over some mystical threshhold. Or one time I bumped up Prowess one bub of experimentation and my previously-reliable CL 35 recipe popped out a CL 36. So, yeh, Prowess has some effect...


Maybe it's just not the profession for me --- I don't care for crafting in general, and thought that BE might be okay since the quality of the ingredients doesn't matter (just the DNA, which is not really like a 'regular' ingredient since it forms the BASIS of what you're making; I mean, it's not like combine Metal A and Liquid B and Plant C with these %s to get thingie-D).


The whole game, to be frank, seems geared to obscure things from the player. Or flood the player with information and no context to put it in. I mean, why bother listing, what, EIGHT stats if the only one that really matters is Hardiness and Power. The others factor in some, sure, but what NORMAL person (no offense to the dedicated BEs ) would figure out that putting Purple Alligator DNA in that slot would boost the damage by 4pts. Not everyone reads the forums ---- case in point, my disappointing first-hand discovery that pet stims don't work at all.


Without a reference like these forums (which are helpful, although sometimes contradictory and the search engine blows).... a new-to-the-profession Bio-Engineer is left scrambling with little idea WHY the various combinations produce the final pets he gets.


I guess that's a symptom of the larger faults of the game, though.

Dorelli
Thu Sep 01, 2005 2:08 pm
#4


/agree most completely on the fact that they give us 3 stats that don't mean anything


Is good to see things from the view of others too so thanks on that count as well ... um ... I don't really know what to say ... I'd never encourage anyone to give up doing something they like doing and who has found what works for them so please don't. If you are making 9K level 70s then you are making good pets that people will like to use and you should be proud of yourself b/c it isn't easy to hit 70 on the head all the time!


I know what you mean about reading the forums ... my guild has lotsof people in it who expect me to give them the condensed version of whatever profession they are in (if i know anything about it) b/c they simply don't have TIME to read ...


Have to say this tho ... from the point of view of someone like the original person who asked the question - whose challenge was clearly in locating pets with vulnerabilities/resistances in the right places and stats of the right values as we did in the old system ... anyone who understood exactly what they were doing then ... will be able to see thru this new system in a matter of hours. Add the tools we've made to predict level and stats and it's a walk in the park.


Dor




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Gots
Thu Sep 01, 2005 7:11 pm
#5

Thanks for the replies. Sad news as BE was the only profession I really enjoyed in this game. I guess my mad scientist wookiee is done for then. I still think this profession has the potential to be the most interesting and diverse in the crafting field, but being just a shadow of what it once was isn't enough to keep me creating gnorts of death and kreetle rancors.


I wish the entire BE community the best of luck, and thanks for truely amazing amount of information/tips/recipes/DNA hints I've gotten from these boards in the past.
Sorpaijen
Fri Sep 02, 2005 12:04 am
#6


I'm a relative newcomer to BE, but even what little I learned has changed. Near as I can tell, almost all the pets stats re-set based on their Combat Level. So all that experimentation I did was for nothing. It may be more complicated but to save my sanity, I've broken it down to simply: boost aggression to get more damage and higher level, boost physique and prowess to get more hit points (and if the hardiness is already 1149, it will DROP and fortitude will go up).


It feels like a guessing game, more than an exact science. I know there are spreadsheets and programs out there but frankly I didn't become a bio-engineer to do MATH. I've found a few more or less reliable recipes using creatures I can get to easily, and that suits me.


Last night I made a CL70 with 9k hit points... my previous ones were, like, 6 - 7k tops. So DNA from the right creature ~does~ still play a role... just not as transparent HOW they factor in.


Oh, and after I got two factories running and bought hundreds of thousands of resources and LEARNED how to use factories and schematics for the first time.... I find out that Pet Stims do nothing at all. Weeeeee. Anyone want to buy a half billion chemistry components?

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