Bio Engineer Archive

Thread: Bio Engineer ISSUES List (Updated July 26, 2005)

Arnwald
Tue Jul 26, 2005 9:06 am
#1

Hello,


I'm compiling some data on the professions issues for my guild and so far I found this (see below).


Any help would be appreciated to update this data, thx!




  • Skillmods on tissues are broken and favors SC over RFP enhancements

  • Master boxes doesn't add bonuses for crafting

  • Med enhancers : low effectiveness regarding the high investment involved

  • Toon CL master BioE CL of 17 => DNA sampling is overly dangerous (based on toon CL)

  • BE certified for recon armor=energy attacks we need kinetic protection

  • Crit fails destroy DNA

  • Interference between old stats and values and new stats and values on creature cloning

  • CM experimentation and assembly tapes do not work for BioE crafting

  • Invalid stats on DNA

  • Inconsistent wild spawns ...

  • Creatures do not show resists nor special attacks

  • Difficulty to gather talusian scaley hide for bacta infusion enhancer

  • Secret research data still missing

  • Existing tailor tissues did not convert, or did not convert properly, to new skills and values

  • Petstims converted to low power

  • Conversion process on both pets and deeds is VERY inconsistent, and yields either un-usable pets (prohibitively high CL), or worthless pets (low stats on conversion)

  • BE needs medic 0004 and scout 0040
Mr_Desert
Tue Jul 26, 2005 10:14 am
#2






Arnwald wrote:

Hello,


I'm compiling some data on the professions issues for my guild and so far I found this (see below).


Any help would be appreciated to update this data, thx!




  • Skillmods on tissues are broken and favors SC over RFP enhancements

  • Master boxes doesn't add bonuses for crafting

  • Med enhancers : low effectiveness regarding the high investment involved

  • Toon CL master BioE CL of 17 => DNA sampling is overly dangerous (based on toon CL)

  • BE certified for recon armor=energy attacks we need kinetic protection

  • Crit fails destroy DNA

  • Interference between old stats and values and new stats and values on creature cloning

  • CM experimentation and assembly tapes do not work for BioE crafting

  • Invalid stats on DNA

  • Inconsistent wild spawns ...

  • Creatures do not show resists nor special attacks

  • Difficulty to gather talusian scaley hide for bacta infusion enhancer

  • Secret research data still missing

  • Existing tailor tissues did not convert, or did not convert properly, to new skills and values

  • Petstims converted to low power

  • Conversion process on both pets and deeds is VERY inconsistent, and yields either un-usable pets (prohibitively high CL), or worthless pets (low stats on conversion)

  • BE needs medic 0004 and scout 0040





This is a problem why?


Group with a level 80 peep, issue solved


Not exactly often is it


This means.....?


Thats intentional for a future development


This is nice, sorts the Men from the Boys


EVERYTHING converted to low power, oh and the conversion was ages ago and most of us destroyed our stock


This is not our issue im sorry to say


This is a problem why?


Issue lists best left to the corospondants.


How about some more important ones.


Power vs duration on enhancers and injections, currently a 1200 crafted will last for about 10 more minutes. Woot, NOT.

Looted components rubbish compared to crafted. Janta Blood / Spider Venom / Rancor Bile ALL USELESS.

MIlk required for all of the Duration tissues and due to the low amout per harvest these are rarely seen.

Survey Tisssues NEVER worked and we still have schematics for skills removed from the game.




Qui-Larek - 35 Professions Mastered - Badge Collector - 142 and counting
Mia-Larek - Jedi Knight - Pre 9 for those that know what it meant
Abe-Larek - Retired Master BioE

Founder of Commerce City (Lok)

Forum watching until someone fixes the game I loved so much

Sarak - 70 Warrior (Shadowmoon)
Larek - 60 Priest (Shadowmoon)
Vuldranye
Tue Jul 26, 2005 11:31 pm
#3


What's the new "high end stats" for pet stims now? My old ones converted to junk. But before that they were comparable or better than the highest "people" stims. Are 1k+ pet stims still available? If not.....whay not? Pet Stims should heal for more as pets have a LOT more HP to heal overall.


Another problem I have noticed that is not on the list, when I experiment on high stat areas of a dna template.....successes often result in lowering the stat on the template. This happens the vast majority of the time. As I understand it, this is normal for Elite DNA that has breached the 1000 mark on first combine, but is it also normal for 800 to 900 levels in stats?


Vuldranye



Message Edited by Vuldranye on 07-26-2005 11:32 PM

Reacer
Wed Jul 27, 2005 2:21 am
#4

I havea crafting bug to add, which i had last week for the first time...


I'm talking about crafting Stim D's


I usually experiment first on efficiency then on the charges...


When i spent all my points it probably display's 16 uses and 1178power


Then i create a Schematic, the values displayed are still the same when i have to name the stim.


But when i have the schematic in my datapad it suddenly has 19 uses, it's not updating while crafting...so i have guess how many uses my stims will have when i name them...






Plz offer auctioned items into my be-tissues vendor at WP in my sig...thx!

DSD FanShop - For the Rich and the Famous
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12pt Master BE Arri
Dark Jedi Guardian Torasada
Kaomond
Wed Jul 27, 2005 3:58 am
#5






Reacer wrote:

I havea crafting bug to add, which i had last week for the first time...


I'm talking about crafting Stim D's


I usually experiment first on efficiency then on the charges...


When i spent all my points it probably display's 16 uses and 1178power


Then i create a Schematic, the values displayed are still the same when i have to name the stim.


But when i have the schematic in my datapad it suddenly has 19 uses, it's not updating while crafting...so i have guess how many uses my stims will have when i name them...









That's a known issue for all crafting and there is already a fix for it in the owrks over on test center from what i hear





Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Dorelli
Wed Jul 27, 2005 4:01 am
#6






Vuldranye wrote:


Another problem I have noticed that is not on the list, when I experiment on high stat areas of a dna template.....successes often result in lowering the stat on the template. This happens the vast majority of the time. As I understand it, this is normal for Elite DNA that has breached the 1000 mark on first combine, but is it also normal for 800 to 900 levels in stats?


Vuldranye





Vuldrayne,


First of all, what I am going to say is speculation... it might be right and it might be wrong.


However, I am becoming increasingly convinced that there is a 'cap' on each stat. You will see this when you experiment as one stat in a pair will go up quickly and then stop, then the other one will start to go up a bit more.


I think it is related to the max value that that stat can have - the reason I say this is that I have seen that in a VHQ sample, the value seems to match the cap. I have not done nearly enough experimentation to confirm this tho.


Now, we have seen that assembly does not recognize that cap - if you have 1000 for a value in every slot, and combine them all, for some reason we get above 1000 whether that might be because of the values being above 1000 in reality (I am not sure this is so) or because of some other quirk of crafting that we still need to work out.


So, my speculation is this - if yourstat is atthe cap of what it is allowed to be - ie. for example scyks have a hard cap of 10 on fortitude as does any template made with all syck DNA - i think it might be allowed to combine during assembly to be above the cap. Then when you experiment it, it corrects itself to the max and never goes up again. Is this pretty much what you are seeing? IF not, then it is clearly something else but as I said, it's all speculation.


Dor







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

Kaomond
Wed Jul 27, 2005 4:06 am
#7






Dorelli wrote:





Vuldranye wrote:


Another problem I have noticed that is not on the list, when I experiment on high stat areas of a dna template.....successes often result in lowering the stat on the template. This happens the vast majority of the time. As I understand it, this is normal for Elite DNA that has breached the 1000 mark on first combine, but is it also normal for 800 to 900 levels in stats?


Vuldranye





Vuldrayne,


First of all, what I am going to say is speculation... it might be right and it might be wrong.


However, I am becoming increasingly convinced that there is a 'cap' on each stat. You will see this when you experiment as one stat in a pair will go up quickly and then stop, then the other one will start to go up a bit more.


I think it is related to the max value that that stat can have - the reason I say this is that I have seen that in a VHQ sample, the value seems to match the cap. I have not done nearly enough experimentation to confirm this tho.


Now, we have seen that assembly does not recognize that cap - if you have 1000 for a value in every slot, and combine them all, for some reason we get above 1000 whether that might be because of the values being above 1000 in reality (I am not sure this is so) or because of some other quirk of crafting that we still need to work out.


So, my speculation is this - if yourstat is atthe cap of what it is allowed to be - ie. for example scyks have a hard cap of 10 on fortitude as does any template made with all syck DNA - i think it might be allowed to combine during assembly to be above the cap. Then when you experiment it, it corrects itself to the max and never goes up again. Is this pretty much what you are seeing? IF not, then it is clearly something else but as I said, it's all speculation.


Dor








nail on the head sort of thing, it does sort of seem to me that there is a cap where during assembly you can exceed this cap but when you experiment on that stat i t remembers the cap and reduces it and doesnt allow you jto go over, thats why whenever you use elite dna that comes out over 1000 on the initial assembly you should avoid experimenting on that stat as it wil drop





Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Kaomond
Wed Jul 27, 2005 4:24 am
#8






Kaomond wrote:





Reacer wrote:

I havea crafting bug to add, which i had last week for the first time...


I'm talking about crafting Stim D's


I usually experiment first on efficiency then on the charges...


When i spent all my points it probably display's 16 uses and 1178power


Then i create a Schematic, the values displayed are still the same when i have to name the stim.


But when i have the schematic in my datapad it suddenly has 19 uses, it's not updating while crafting...so i have guess how many uses my stims will have when i name them...









That's a known issue for all crafting and there is already a fix for it in the owrks over on test center from what i hear






Infact check the anouncements section, they're patching the fix for it right as we type hehehe




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Namessiah
Wed Jul 27, 2005 6:52 am
#9



Kaomond wrote:


Dorelli wrote:


Vuldranye wrote:

Another problem I have noticed that is not on the list, when I experiment on high stat areas of a dna template.....successes often result in lowering the stat on the template. This happens the vast majority of the time. As I understand it, this is normal for Elite DNA that has breached the 1000 mark on first combine, but is it also normal for 800 to 900 levels in stats?

Vuldranye


Vuldrayne,

First of all, what I am going to say is speculation... it might be right and it might be wrong.

However, I am becoming increasingly convinced that there is a 'cap' on each stat. You will see this when you experiment as one stat in a pair will go up quickly and then stop, then the other one will start to go up a bit more.

I think it is related to the max value that that stat can have - the reason I say this is that I have seen that in a VHQ sample, the value seems to match the cap. I have not done nearly enough experimentation to confirm this tho.

Now, we have seen that assembly does not recognize that cap - if you have 1000 for a value in every slot, and combine them all, for some reason we get above 1000 whether that might be because of the values being above 1000 in reality (I am not sure this is so) or because of some other quirk of crafting that we still need to work out.

So, my speculation is this - if your stat is at the cap of what it is allowed to be - ie. for example scyks have a hard cap of 10 on fortitude as does any template made with all syck DNA - i think it might be allowed to combine during assembly to be above the cap. Then when you experiment it, it corrects itself to the max and never goes up again. Is this pretty much what you are seeing? IF not, then it is clearly something else but as I said, it's all speculation.

Dor




nail on the head sort of thing, it does sort of seem to me that there is a cap where during assembly you can exceed this cap but when you experiment on that stat i t remembers the cap and reduces it and doesnt allow you jto go over, thats why whenever you use elite dna that comes out over 1000 on the initial assembly you should avoid experimenting on that stat as it wil drop





Hah, I remember getting bug reports about the BE Tool showing higher values than the cap (750 [700]) or the starting % was more then the cap (93%/90%). Can't remember if I canged it or not but it seems like it's a normal thing after all.



______________________________
Ridcully [Chimaera] Pikeman
Normal [Bloodfin] Chef
Reginald [Infinity] Bio-Engineer
Bumbi [Bria] Bounty Hunter
redimaster
Wed Jul 27, 2005 8:22 am
#10

resampling pet deeds destroys DNA on occasion when you receive a "fail to get a valid DNA sample". This never used to happen, the pet deed was only destroyed after at least 1 successful sample.







Nixx Hexx
Scylla since 09/03

Panties aren't the greatest thing in the world... But they are right next to it!
Kivrin
Wed Jul 27, 2005 8:58 am
#11

This used to happen to me pre-CU.

redimaster wrote:

resampling pet deeds destroys DNA on occasion when you receive a "fail to get a valid DNA sample". This never used to happen, the pet deed was only destroyed after at least 1 successful sample.







- C A N C E L L E D -
kivrin://m.pikeman.bio-engineer/~ahazi
dantooine.MO ['vendor'] = { 100, 2222 }; /* meds and supplies */

Kaomond
Wed Jul 27, 2005 10:48 am
#12






redimaster wrote:

resampling pet deeds destroys DNA on occasion when you receive a "fail to get a valid DNA sample". This never used to happen, the pet deed was only destroyed after at least 1 successful sample.









It's always happened, it's designed to do that, other wise you would have an unlimited supply of first generation dna, generally ii get 2 to 3 dna off deeds, but have had up to 9, about 20% of the time the deed dies in one hit.




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



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