Bio Engineer Archive
Thread: Why BE Pet Crafting Needs The Rollback
I just posted this into the dev thread about crafting and thought I'd put it here for comment as well.
Allow me to speak for a part of Bio-Engineer crafting:
BE pet crafting is utterly destroyed by this change. If it weren't being rolled back, I'd be dropping BE tomorrow.
Here's why--
The resource quality of DNA samples is determined by the critter sampled. A gnort sample is the equivalent of a resource with numbers in 0-30 range for almost all of our 5 experimental lines. Therefore, it's useless, but that's not a change, it was useless before.
A mutant rancor (the highest "quality" critter we can sample) might have 5 or 6 of 10 attributes in the 700-800 range. Note that our resource quality maxes out at the low 800s, so this means that at the top-end our DNA samples still won't get us the 7% standard success addition. Therefore, our top-end pets will be worse.
But the real problem is in the middle, where a great deal of our sampling and crafting occur. The samples we currently use to make, say, a CL30 critter would have attributes in the 400-500 range meaning we would have terrible problems making medium and low-level critters that were useful at all.
Here's an analogy...
If a weaponsmith could only use resources with a max value of 200 in making CDEFs, 300 in making DLT20a's, 400 in making laser rifles, 500 in making spraysticks, 600 in T21s, and 800 in Disruptor Rifles that would be similar to BE pets. Except, of course, they can get 12 experiment points and only have speed/damage as absolutely necessary to experiment on. BEs max at 10 points and need some balance to their experimentation.
I understand why some people like this change and would like to see it remain in place. I don't feel I have enough info to have an informed opinion on it, except as far as BE pets go.
But for BE pet crafting, it is a complete and utter hose job.
-Lens Larque/Master Bio-Engineer/Eclipse