Bio Engineer Archive

Thread: Top 5 Issues

BHunterWannaBe
Tue Jan 13, 2004 10:48 pm
#1

Can the top 5 issues be updated. Last post is dated 12/19 - even if it is the same please update.



Vio Ro-Idit

Grey Lead, CEC
Master Bounty Hunter

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"
RAMBOW
Sun Mar 14, 2004 2:51 pm
#2

1. Saber Decay....They decay way to fast for the amount of XP needed.


2. Saber Damage Type.... Kinetic? are you kidding me? its not a baseball bat... get it changed.


3. No Deffenses.... Um.. You would think atleast in the knight trees we could get some deffenses so Jedi dont need to wear super Composite armor just to have a chance.


4. Jedi Robes. enough said... give Jedi a Jedi Robe Schem at padawan...


5. Jediforage, Jedi Sense.... 2 abilities that need to be added somewhere in the trees....


These are fairly simple requests..... yet it seems the CORE cant them the point across.





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Borwin
Sun Mar 14, 2004 4:10 pm
#3






RAMBOW wrote:

1. Saber Decay....They decay way to fast for the amount of XP needed.


We dont need invincible sabers, the dev's just need to bump up the maximum durability so that sabers will have around the same life vs. xp gain as a normal combat players weapons. Also getting rid of an additional crystal or pearl every saber generation will drastically cut down on the demand for pearls and sabers so they wouldnt cost a Jedi his left arm to craft them.


2. Saber Damage Type.... Kinetic? are you kidding me? its not a baseball bat... get it changed.


Every class but Jedi and TKM have options to switch to different damage types. I fail to see why Jedi shouldnt be given the same options. Either give Jedi a low resistance damage type that works for sabers and force powers or Allow Jedi to specify the damage type they want during saber crafting.


3. No Deffenses.... Um.. You would think atleast in the knight trees we could get some deffenses so Jedi dont need to wear super Composite armor just to have a chance.


This is a no brainer Sony.


4. Jedi Robes. enough said... give Jedi a Jedi Robe Schem at padawan...


Im of the crowd that feels that we dont need specific Jedi robes. I feel that the Jedi community would be better served by giving us defenses to where we can use normal clothing and still compete in PVE / PVP and have the dev's give us Jedi specific skill tapes so that we can have the option to purchase a robe if we would like and put in skill tapes to make it a special Jedi only robe.


5. Jediforage, Jedi Sense.... 2 abilities that need to be added somewhere in the trees....


Many Jedi want this ability but I feel that we would be better served by having the ability to craft our own crystals. For one I hate feeling that I have to take a crap roll on the chance to get a crap crystal. I would rather know that If I have the skill and the right resources I could synthesize a good crystal for my saber.


As far as Jedi sense goes we have a radar maybe if they could code it where players that could attack us with a TEF would show up as a different color then that would be nice. But I would be happy if they just gave the BH's that came after us a TEF also.


These are fairly simple requests..... yet it seems the CORE cant them the point across.








Another Issue is that Lightside and Darkside needs to get balanced Asap. Dark Jedi knights need to have thier force regen and force pow maximum per box in a hotfix becuase I dont see how a dev can even look at that line and even reason that its balanced.


Suggested value would be that Dark Jedi get 300 force power / 2 force regenper box and Light Jedi get 200 force power and 3 force regen per box. These would balance the 2 sides more fairly if they intend on dark jedi having more force power. Also if they intend on gimping dark jedi by making them have to wait for the mind trick abilities in the guardian tree then move another usefull line down from the guardian tree that Dark Jedi knights can learn a good example would be the weaken line.




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Steal from the middle class (Jedi) and give to the poor (veteran rewards starship).
Lying for political favor.
NancyJ
Mon Apr 05, 2004 4:55 am
#4

Been reading the top 5 issues list and I think it needs updating - lots of stuff in there is 'wish list' material but I think since the last publish we can easily make 5 real issues that we want addressing urgently. Since Talthazar is MIA I think we have no choice but to compile a list ourselves and PM it to TH or Q3PO

To get the ball rolling these are my new top 5 issues.

#1 Pet validity - the new pet checks that were introduced in the last publish are unacceptable. Pets crafted after the publish should be valid and callable - it simple is unacceptable for us to work our butts off on a pet then have it declared invalid when the customer tries to tame it is a game breaker for pet crafters. Either make the CL allocation in pet crafting match the forumal used for checking pet validity - or remove it completely until you can.

#2 Mounts not responding to commands - this affects us as mounts are still popular pets and we have to face critisism from customers and accusations of selling them a duff pet because they have trained it as a mount and then it wont follow any other commands

#3 Fish and Eggs - Fish and eggs are still not collectable in usefull quantites, even catching every fish that bites it still can take take 4 hours to collect enough to make 10 stim D's. As for eggs, these are only used in making entertainer clothes - I see no need for them to be so difficult to obtain - entertainers is hardly an overpowered class that would be totally thrown out of balance if there were more BE clothes for them - as it is most popular entertainer outfits require large numbers of factory cloth, so much egg is wasted in the production of these clothes that they're not worth making.

#4 DNA Sampling - the failure rate at master is still too high and the range of High CL Creatures we can sample is limited to Reclusive Cavern Spider Queen (very long respawn), Gronda Juggernaught (very elusive) and Mutant Rancors. Raising the Cap to CL 100 would give us more options and variety in pet creations and would directly correlate with our DNA sampling skill mod meaning we could tell exactly what we can sample at what level.

#5 Critical Fails - BE crafting is unlike any other. For pet crafting we use unique DNA samples to make unique templates - we cannot use factories, we must create everything by hand and therefore suffer much more than any other crafting in terms of critical fails. Consetions were made for Jedi because they use difficult/dangerous to obtain unique Krayt Pearls and crystals in their saber crafting. I would like the same concessions applied to BE pets, we should not lose our templates when we crit fail. I would also like to retain the DNA but I know that's not going to happen.




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Namrah
Mon Apr 05, 2004 5:11 am
#5

I think those 5 pretty much sum it up for me.


The number it says on the deed should be the number of the valid pet!


We just need a way of either getitng these to the devs, or making them aware that Tal is MIA (he is still listed as the correspondent in the "In Dev" forum, which was only just recently updated.
NancyJ
Mon Apr 05, 2004 5:14 am
#6

Well I mailed the correspondant address and let them know that he's been missing for a while so its not like they dont know :/ Maybe they're trying to get in touch or trying to pick a new correspondant - I dunno.
But we shouldnt let this get in the way of us getting our issues addressed




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ArmAvan
Mon Apr 05, 2004 5:53 am
#7

Couldn't agree more NancyJ. List seems pretty comprehensive. I would elaborate on the 1st point though; it seems that the validity checking is completely borked in that 8, 9, 10k HAM non-CH pets are still seen as acceptable, yet 2.5 - 3k pets are being tagged as invalid.

Also, following on from our discussion in the Stim D thread, either make them much, much more effective, or lower / change their resource requirements.



Arm Avan'kaa,
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NancyJ
Mon Apr 05, 2004 6:32 am
#8



ArmAvan wrote:
Couldn't agree more NancyJ. List seems pretty comprehensive. I would elaborate on the 1st point though; it seems that the validity checking is completely borked in that 8, 9, 10k HAM non-CH pets are still seen as acceptable, yet 2.5 - 3k pets are being tagged as invalid.

Also, following on from our discussion in the Stim D thread, either make them much, much more effective, or lower / change their resource requirements.




I'd settle for increasing the fish yield




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NancyJ
Mon Apr 05, 2004 9:35 am
#9

Looks like we've got 2 threads going, meroc posted one an hour and a half after this one




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Kevie
Mon Apr 05, 2004 1:50 pm
#10


very good, NancyJ


i can't think of a single thing to add that would be more important than these issues


about the crafting problem- if it's feasibly possible, could we ask that just genetic or creature crafting get the fix you've suggested?

since we can make factory runs of all our tissues, we don't really need a fix for that

i just wonder how much trouble it would be to ask for specifically genetic/creature crafting fails


**edit**

after reading the other top 5 suggested issues thread posted by meroci have some more input


-if we had the "blood sample" idea implemented, we would not need a fix for critical fails


-wedo NOT want to be able to harvest meat from a sampled creature- rangers will have no business whatsoever as all we would have to do is sample a fewcreatures to death and harvest all the meat with no combat involved


we need several problems fixed, but not to be greedy and ask for unreasonable things

Message Edited by Kevie on 04-05-2004 04:59 PM




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Lyekka
Tue Apr 06, 2004 9:31 am
#11

I wanted to bump this thread because I think it is a clear and concise summary of the top 5 issues. The only things I would change would be to add Mollusks to #3, and possibly move #2 down to #4. Other than that, I agree completely. Pet validity needs to be checked when we create the pet! This is a huge problem that needs to be our #1 issue, at least in my opinion. Thanks for a great job on this summary!






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NancyJ
Tue Apr 06, 2004 9:34 am
#12

Thanks

The issues were in no particular order other than #1, I didnt add mollusks I guess because I've never used them, +cover just isnt a popular BE item but yes if eggs and fish are increased then mollusks should be too.




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Lochar
Tue Apr 06, 2004 9:54 am
#13

Mollusks are horrid to collect, You use the survey device wait a few seconds and get 3 crustaceans or mollusks, not sure if the yield varies per area or what but after 10 minutes of this I gave up.


Also with mollusks they DONT auto stack, you have to manually stack them when inv is getting full. Wether this i some attempt at anti afking, I think it needs fixed as who WANTS to be at the keyboard for this broing procedure?



And while I am a master I dont really do much high lvl sampling and rather have CL added to DNA than fix to sampling if had to shave one, sometimes when using 2nd gen pets, I cant remember what CL they were at when sampled.



Last but not least, even tho its not an issue, I really wish they follow up with their posting a dev doc for BE. I have printed out several guides by players but each time still discover something new and while it maybe fun to experiement, my time restraints dont give me this luxury of trying to figure out how to do this profession properly. Lately resigned myself to making Tissues for chef and tailors since thats fairly easy to figure out and dont need to spend hours rounding up samples.



BTW nice post!..



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