Bio Engineer Archive
Thread: Tissues Bugs, Problems, and Suggestions
Please list below any Bugs, problems and or suggestion you have for this line, also please do not post the same problem or bug or suggestion if it has already been mentioned in this thread.
Thank you.
Regards,
A spam message when a tissue is activated in clothing would help immensely.
Incorrect stat display needs to be addressed. (i.e., log out and back in only to lose your base stats vs the stat item)
We need a definitive writeup from a Dev on what the biosensors are intended to do and if/when they are doing it. This has been a subject of grief for every Bioengineer to date.
We need to know specifically when tissue fixes will be addressed. Most tissues, although able to be implemented and used, are questionable in their usefulness, at best.
Most people seem to think the tissues are broken. Can we have an offical response on this issue? We know some are ..but are ALL of them?
Also some tissues require components not in the game and increase stats that aren't in the game. They need to be completely redone. I don't like getting MEDICAL crafting for BIOENGINEERED products also...such as pet vitality and stimpacks.
Please make us able to craft them in factories as well
Problem/Suggestion
The use of fish, milk and eggs in tissues need to be looked at. They are far, far too difficult to get in any quantity without some sort of harvester. The current methods might be enough for food, but not tissues (well, probably not food either). Personally, I would love to see them removed from our formulas and replaced with something more reasonable.
The seafood in tissues is, at presant, completely retarded. I spent a half hour and 500cr worth of bait and I didn't get enough fish for a charigra (it was crap too, how the heck are you supposed to know where to get good stuff?). I don't even know what charigra does, I just wanted to make one, but the fishing system got me so frustrated I just sold the 6 fish I got and forgot about it completely. How are we supposed to be successful with a system like this? Not one other proffession has the absurd time requirements to get resources that we do. An armor smith could hand sample/harvest all his materials from all over the galaxy to make one piece of armor before we could make a little charigra. I mean, come on!. If this profession werent so cool in theory I would havequit long ago, and I'm coming closer and closer every day to quitting.
If we must have fish, we need a way to find good resource locations and harvest it, just like any other profession. Hecka fish finding tool would work to find hot-spots, and a fish trap could be a one time use harvester made by scouts, maybe taking a half hour to fill up, depending on size and quality catching between 10-30 fish, which could then be made into fillets for fish resources.
2) make petstims stronger / make them the only ones that work on pets. (sorry medic but what is the point when you doctors can make better stuff at a cheaper cost) and add mebbe a little bit of UXP
3) make this stuff WORK IN FACTORIES. I hate grinding 20 of these out and they get bought in like 5 minutes.
4) REMOVE MILK, MOLLUSKS,FISH, AND EGGS AS INGREDIENTS. ok we can get eggs now but not in such quanties that they'd be marketable at resonables prices. has anyone ever seen/heard of mollusk. I like fishing (sorta) but either make them drop more meat or remove it from ingredients.
5) remove resource requirements like darthomir insect meat. I don't know how many are out there but most BE's aren't fighters and most people don't like to fight the spiders on darthomir.
-shai-lah
Think i recall this being mentioned but not sure. Mask scent now has its own modifyer (mask scent) and not (camoflauge) which was been moved to the rangers. However the tissue for the old mask scent is left at (+camoflague).
Of all the tissues, this is one of the few that directly benefits the Bio class when running around gathering resources.
I'd like to know if this tissue is going to be changed to the appropriate modifier.
Hey, how about fixing factories so they work for us? (This is a tissue issue)
How about fixing ALL tissues so they work in their finished products?
Long term suggestions. The above needs to be fixed before anything else:
Once tissues are fixed, add more tissues so we can help create even more skill enhancing things.
they are way scewed on chef items.
The buffs are almost useless for alot of reasons , basicly the Bio Engineered chef Components cost more the make the the food they go into.
They do very very little to enhance the food a master bio engineer can make a +15% duration supplement that takes 20 seafood and some other things .. thats okay but cosidering most foods that can use a bioengineer duration mod are 300s durations thats not adding even a min.
now they cant be made if a factories so Bio Engieered food cant be made if factories making them even less desirable.
I think the bio engineered food mods were a complet bust . They should be thrown out as a bad idea , Chef already can barely make ends meat they couldnt aford to be dependant on bio engineers to make good items.
Bio Engineer needs an ability to build
Domestic Milk Harvester
Domestic Meat Harvesters
Which are structures that require cloned animals like Eopies for milk
IMO, should probably have limited this to bugs, but. Since there are bugs/problems/suggestions all cluttered together, putting tags next to these.
Bug: Tissues exist that would modify non-existant skillmods ('business acumen').
Bug: Tissues cannot be factory produced, period.
Bug: Tissues used as components for other crafts are arguably non-functional across the board (skillmod adjustments can be seen on ctrl-s, a great many tests on those that can be tested strongly suggest they are either not working or working poorly at best. Asmentioned above, clarification of what is intended and how they are supposed to work in dev eyes would resolve the doubt if nothing else). Examples of these would be constrictor cloth, passive bio sensors, scent neutralizers, etc.
Related bug: Skillmod 'tapes' are arguably non functional (or at reduced function). Skillmod 'squares' cannot be mounted in anything. No skillmods of either sort have been found for bio engineering skills. I've seen one example only of something that appeared to definitely be working (a +taming skillmod tape allowed someone to tame swamp tusk cats while others at his taming level couldn't. Moot point now that max level/max #levels exists).
Bug: Requirements and costs for pet-stims compared to the equivalent stimpack seem too high. Putting this one as a 'concrete bug' not an opinion call, since some resource requirements for meds HAVE been identified as incorrect (or no one's said they're as intended) such as the 13 BECs necessary for one combat medic schematic. It seems (this part is opinion) unlikely that it's 'as design' to need to be a master BE using advanced components to get comparable or superior pet-only meds. Concrete that they're high (or quite complex for the result, requiring many many planets in resources for low return), in doubt is if they're actually supposed to be this high, or if experimentation points galore and advanced subcomponents were designed as Necessary or not.
Bug: Pet vitality packs seem to benefit very, very little from advanced medical subcomponents (as compared to pet stimpacks, and all medic/doctor/combat medic schematics). Again, concrete that the gain is minimal, in doubt if it's intended or accidental.
Bug: As noted above, tissue enhancements designed to work with the /maskscent command would now only work with the /conceal command. However, since they are likely not doing anything at all, it seems to be a moot point.
Related bug: Bothan skillmods for race previously included camoflage (used in /maskscent) and cover (used in /takecover). The recent change to skillmods leaves them without a /maskscent racial modifier, which seems contrary to the intend of the race (and its advantages).
Comment: The point of relisting all of this is minimal, I'm just going through the motions. Our dev has more or less described a COMPLETE rewrite of the profession, with the most dramatic changes likely happening to the Tissue line, so documenting this over and over again doesn't feel like it's going to do any bloody good.
Wookie issues...
We as Wookies do not get to wear armor, we get to wear clothes with stats. The stats come primarily from the tissues we make. But they dont work. I had 2 Wookie shoulder pads made up from the tissues and the finished product had no stats at all.
We need to make the camo tissues that work and the stats be meaningful. We also need things like acid resistance
For Wookies, even if the stats made it into the clothing, there is not enough clothing that can be used with the tissues to dress a Wookie.
Also, like in everquest, once dressed, they can go back through their equipment and use items that allow them to change the color to get everything going the same direction. They do this in like a model mode where the colors are changed and applied and saved once they like it.
Also the tissues are VERY expensive to make. For Chefs, can they buy a single tissue from us for 500 credits and still make a finished product that people will buy? I cannot buy high quality meat at 3 to 1. And without a factory, the output will vary widely
The tissues do not stack. No reason for that.
Comment: I have seen it posted from a dev that they don't think tissues are broken across the board and they would like us to test to see which ones are broken and which ones are not. That's all well and good, butmost tissuesjust aren't practical to test. How, exactly, does one test to see if the wound healing or bleed defense or camoflauge (especially now)is working? I've seen some people try and put up their results, but from what I've seen, they aren't very decisive: their data could have been luck, not statistics, not enough data to be sure and too close to call, imho.
I would like to see some comments from the devs about THEIR tests on the tissues and for them to tell us if they work.
Cillie, Novice BE on Kauri
O.k. here are my thoughts on what needs to be fixed/changed with tissues:
1. Tissues should work, and have a noticable effect.
2. Make our tissues more useful. I mean, come on, business acumen?
3. I can understand some really advanced tissues requiring fish, but not lower-level ones. And stop it already with requiring milk!