Bio Engineer Archive
Thread: ATTN BE Dev, Thunderheart Current BE issues.
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Reasonable1
Wed Oct 22, 2003 2:10 pm
#1
Good summary of the issues. Theres a stickied post for collecting issues for what's currently on Test Center. If you post it there too, then we won't lose this info.
HaggisofAhazi
Wed Oct 22, 2003 5:18 pm
#2
Great summary Paco. The only input I have is an alternative to your Incap/Death Item Degradation suggestion. Someone on the TC forum suggested that only equipped items be subject to degredation. I've got no problem with sampling in my boxers. I'd be happy with either solution though. Yours would save us all a lot of time running back into the field.
Haggis
DarcDawg
Wed Oct 22, 2003 6:16 pm
#3
Great info! Could someone also post if there are any bugs with DNA creation? I've just made Clone Engineering I and the first 2 DNA's I've tried to create never showed in my inventory and I did not receive any failure message. I tried a Dewback and a Blorg. Are there current bugs with certain DNA's?
Timsoj Darclyne (Bothan)
Novice CH
Novice BE
"Don't pet the doggie ... "
Timsoj Darclyne (Bothan)
Novice CH
Novice BE
"Don't pet the doggie ... "
PacoTaco
Thu Oct 23, 2003 12:53 am
#4
(Cross Posting this in the dev forum)
First, I'd like to thank our BE Dev for coming through with the updates to the Tissues line and our factory fix. That's been great for a lot of BE's, and I know there's a lot of credits being made on tissues now. In general, since this update came through, the rumbling in the BE forum has decreased quite a bit. But those of us with our ear to the ground have noticed that it's beginning to pick up again. Our correspondent has been AWOL since October 2nd. He did let us know that he was going to take a little vacation, but I think most of us agree that despite the great job wayubb71 did, it might be time for a replacement. The current time, with mounts on TC, a few remaining issues on the last patch, and the nebulous future of clone changes, is a critical one for the profession. Here's a brief list of the current issues that I'm aware of. I'm sure I'll miss a few, for which I apologize, but here goes:
-Clone changes. We've been told that these have been coming for quite some time now. We were told that they would miss their original date, but be in this next major patch. I think we all just want a simple answer: will clone changes in fact be in the next major patch? Additional information on what to expect would certainly be appreciated as well. We're all pretty much in the dark about what will happen to what should be the most important part of our profession, other than some great sounding and tantalizing discussion from a while back.
-Mounts on TC. Well, since we don't have a correspondent at the moment, we don't have a lot of concrete feedback on the BE side of the equation. But there are questions and concerns. Just as in non-CH pets, we think it is appropriate for BE's to be the main source of mount pets. Needing a high level CH to train it is ok, but we need some incentive to make sure the CH's come to us for their deeds. Perhaps this will happen due to demand. Perhaps not. Would it be possible (along with our clone changes) for BE's to improve mounts in some way? Make them faster? Make them grow sooner so that the MCH doesn't have to wait with the mount in datapad to mountify it?
-Tissues. There are some concerns about tissues not stacking. Not so much that the currently attainable bonuses aren't enough, but that a tailor needs to put several identical pieces of (valuable) tissue into some items, but only gets the benefit of one. So there's a large difference in cost for somehting that only yields a cosmetic change in the result. Chefs, on the other hand, aren't even trying. Their tissues use the same difficult to attain organic ingredients as tailor tissues, but could never hope to sell for as much. Perhaps chef tissues need to use a lot fewer resources, or only farmable flora ingredients.
-Crustacean/milk/egg/seafood. These are still not obtainable in quantity. This was discussed some time ago, and it was decided that they should stay in for variety of ingredients (I'm finding that we have a pretty substantial variety of ingredients to attain as is), with the condition that better ways of getting them would come. We've heard nothing since then.
-DNA sampling. Aggro and everything seems much better since the fixes. Thanks! However, we've noticed that it now seems impossible to sample from anything over around CL 70-90 (not sure where that cap is). You may or may not be aware that a popular way of crafting the high level creatures was to make several kimo's out of junk dna, then sample them for good dna and make the rancor or gurreck out of that. This is now impossible, making rancors and gurrecks MUCH harder to craft. Also, a lot of BE's enjoyed the hunt for the elusive Krayt sample, which while exceedingly difficult, was possible to get, and is no longer. Also, some of the neat special attacks (that we might hope to add in the future clone line) are only in really high CL creatures. If these effects were intended, so be it. We didn't know we weren't supposed to do that. If it wasn't intended, then it looks like these calculations need to be adjusted a bit.
-Incap/Death item degradation. I think it may have been overlooked, but bioengineers are likely to be the most affected class by this. Especially now that kimo sampling is out, we have to go out and sample some really mean creatures. Aggro, incaps, and clones are simply a fact of doing business in this way. As most of us can't afford much in the way of combat skills, CL50-60 creatures are pretty much a one-hit deal for us, especially given that our minds are completely drained by the sampling process anyways. This really needs to be looked at. If degradation is implemented, I have a very radical suggestion: remove sample aggro entirely. We still have the risk of mask scent breaking and getting aggro, but make it so that after taking a certain number of samples from a creature, it just says "You can't find a vein on this crack addict of a Merek" or something like that.
Again, thanks for the attention we have received. Let's hope these issues can get fixed as well. I'll take this chance to throw my hat in the ring for a one month stint as BE correspondent if you guys decide we need a new one. I'm sure there'll be plenty of other eager volunteers as well.
Paco
Master BE
Bria
First, I'd like to thank our BE Dev for coming through with the updates to the Tissues line and our factory fix. That's been great for a lot of BE's, and I know there's a lot of credits being made on tissues now. In general, since this update came through, the rumbling in the BE forum has decreased quite a bit. But those of us with our ear to the ground have noticed that it's beginning to pick up again. Our correspondent has been AWOL since October 2nd. He did let us know that he was going to take a little vacation, but I think most of us agree that despite the great job wayubb71 did, it might be time for a replacement. The current time, with mounts on TC, a few remaining issues on the last patch, and the nebulous future of clone changes, is a critical one for the profession. Here's a brief list of the current issues that I'm aware of. I'm sure I'll miss a few, for which I apologize, but here goes:
-Clone changes. We've been told that these have been coming for quite some time now. We were told that they would miss their original date, but be in this next major patch. I think we all just want a simple answer: will clone changes in fact be in the next major patch? Additional information on what to expect would certainly be appreciated as well. We're all pretty much in the dark about what will happen to what should be the most important part of our profession, other than some great sounding and tantalizing discussion from a while back.
-Mounts on TC. Well, since we don't have a correspondent at the moment, we don't have a lot of concrete feedback on the BE side of the equation. But there are questions and concerns. Just as in non-CH pets, we think it is appropriate for BE's to be the main source of mount pets. Needing a high level CH to train it is ok, but we need some incentive to make sure the CH's come to us for their deeds. Perhaps this will happen due to demand. Perhaps not. Would it be possible (along with our clone changes) for BE's to improve mounts in some way? Make them faster? Make them grow sooner so that the MCH doesn't have to wait with the mount in datapad to mountify it?
-Tissues. There are some concerns about tissues not stacking. Not so much that the currently attainable bonuses aren't enough, but that a tailor needs to put several identical pieces of (valuable) tissue into some items, but only gets the benefit of one. So there's a large difference in cost for somehting that only yields a cosmetic change in the result. Chefs, on the other hand, aren't even trying. Their tissues use the same difficult to attain organic ingredients as tailor tissues, but could never hope to sell for as much. Perhaps chef tissues need to use a lot fewer resources, or only farmable flora ingredients.
-Crustacean/milk/egg/seafood. These are still not obtainable in quantity. This was discussed some time ago, and it was decided that they should stay in for variety of ingredients (I'm finding that we have a pretty substantial variety of ingredients to attain as is), with the condition that better ways of getting them would come. We've heard nothing since then.
-DNA sampling. Aggro and everything seems much better since the fixes. Thanks! However, we've noticed that it now seems impossible to sample from anything over around CL 70-90 (not sure where that cap is). You may or may not be aware that a popular way of crafting the high level creatures was to make several kimo's out of junk dna, then sample them for good dna and make the rancor or gurreck out of that. This is now impossible, making rancors and gurrecks MUCH harder to craft. Also, a lot of BE's enjoyed the hunt for the elusive Krayt sample, which while exceedingly difficult, was possible to get, and is no longer. Also, some of the neat special attacks (that we might hope to add in the future clone line) are only in really high CL creatures. If these effects were intended, so be it. We didn't know we weren't supposed to do that. If it wasn't intended, then it looks like these calculations need to be adjusted a bit.
-Incap/Death item degradation. I think it may have been overlooked, but bioengineers are likely to be the most affected class by this. Especially now that kimo sampling is out, we have to go out and sample some really mean creatures. Aggro, incaps, and clones are simply a fact of doing business in this way. As most of us can't afford much in the way of combat skills, CL50-60 creatures are pretty much a one-hit deal for us, especially given that our minds are completely drained by the sampling process anyways. This really needs to be looked at. If degradation is implemented, I have a very radical suggestion: remove sample aggro entirely. We still have the risk of mask scent breaking and getting aggro, but make it so that after taking a certain number of samples from a creature, it just says "You can't find a vein on this crack addict of a Merek" or something like that.
Again, thanks for the attention we have received. Let's hope these issues can get fixed as well. I'll take this chance to throw my hat in the ring for a one month stint as BE correspondent if you guys decide we need a new one. I'm sure there'll be plenty of other eager volunteers as well.
Paco
Master BE
Bria
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