Bio Engineer Archive

Thread: Wow, DNA sampling.

mcpryon
Tue May 10, 2005 6:24 am
#1

Good lord. I remember back in the day of running from creatures to my bike in my armor to get away, but now it's just an instant incap, wait, incap, wait, dead. My mask scent seems to do nothing and I can't even get close enough to most higher level creatures without being incapped instantly.

Man.





Tip to LEC/SOE: Sci-Fi MMO players don't necessarily belong to the same resource pool as fantasy MMO players.
mozter2112
Tue May 10, 2005 6:32 am
#2

i was just about to post about this very thing. assuming they even fix the dna samples, it's going to be nearly impossible for a non-combat BE to get samples from the higher level creatures. well, at least not without us putting our fists through our computer screen.


i really think they should consider raising the combat level of BE's. i'm sure they won't, but i can dream.



------------------------------------------------------
Aarelia's Clothing and BE'd Chef/Tailor Supply
-6083 2839 Theed, Ahazi

Aarelia
Master Tailor/Master BE
Sakeana
Master Creature Handler/Master RifleWOman/Master Scout
Eskie
Tue May 10, 2005 6:34 am
#3

Send your thank-you letters to whoever came up with the idea to turn SWG from a skill-based system into a level-based system, including damage multipliers granted by level difference, without understanding or researching the implications this would have.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
MathuCopon
Tue May 10, 2005 8:15 am
#4

Are any of you Master Ranger/Scout too? I remember doing BE long ago and had that I could go anywhere I wanted to, pet all the rancors and my mask scent would never break.



"Getcha Some" - Mathu Copon, R.I.P.
rahbert
Tue May 10, 2005 8:30 am
#5

Simple solution... give master BE level 80 if they don't have combat skills.

It doesn't hurt PVP or PVE, because we won't have combat skills anyway.

Zhundult
Tue May 10, 2005 8:37 am
#6

Yeah, gotta love the new 'hate' system.



Soawav
Spazzers
Tue May 10, 2005 10:11 am
#7


You won't get a combat rating because of the "group" mindset SOE has adopted. If you want to survive you must have an escort. I have guild mates that were willing to escort me on DNA harvests but alas many of them left the game due to their Jedi issues (kill one piket and sit for 10 minutes waiting for the force bar to re-gen then kill one more piket and sit and wait again. Talk about draining the life out of a video game.)


I've read a number of interviews from developers regarding crafters and the wilds. They've taken a pretty hard line on the issue. If you want to harvest resources as a non-combat crafter, you MUST group.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
lammergeier
Tue May 10, 2005 10:21 am
#8



rahbert wrote:
Simple solution... give master BE level 80 if they don't have combat skills.

It doesn't hurt PVP or PVE, because we won't have combat skills anyway.




CL80 is too ambitious for a single mastery.

other professions that spend 121 skill points (BH, commando, smuggler, SL) reach CL54 at master. we hit CL17. I've got this listed as an issue for the profession.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Thorkahn
Tue May 10, 2005 11:04 am
#9

See as how all the pre reqs for BE are combat, why isn't BE a full fledged combat prof?


The Devs so rushed this stuff to live, it is not funny. Any real testing and effort,could have had allot of this fixed by now.





IGN
Thorkahn- Jedi Lvl 90
Tom'we Frankensteiner- BH Lvl 90
Syrena- Trader Domestic
Xena- Entertainer
Vendors: 4050, -4170 Moenia, Naboo
rahbert
Tue May 10, 2005 11:19 am
#10



lammergeier wrote:


rahbert wrote:
Simple solution... give master BE level 80 if they don't have combat skills.

It doesn't hurt PVP or PVE, because we won't have combat skills anyway.




CL80 is too ambitious for a single mastery.

other professions that spend 121 skill points (BH, commando, smuggler, SL) reach CL54 at master. we hit CL17. I've got this listed as an issue for the profession.


Why does this matter though? We're not doing any combat... it's just to get around being 1-hit incapped by high-level critters while sampling DNA.

The only reason BE is considered a combat profession is so that we can wear armor... nothing more. BE have the same combat abilities as a tailor.

GlanocRunningstrider
Tue May 10, 2005 11:30 am
#11

This is a similar problem to what I experience when I want to maintain my harvestors or factories, and I have an idea.

Master crafting professions should be able to equip a type of PSG that has really high stats (or maybe some type of resist food/med/spice).

Make it so when used you cannot attack, and it takes a few minutes to equip or unequip too prevent exploits, and maybe make it turn off indoors (caves and so on).

It might take some work to make sure it cannot be exploited, but I think it would help out BE and crafters a ton.



The Empire is Mother, The Empire is Father.
ArthurDentOnBria
Tue May 10, 2005 11:48 am
#12

I don't think the solution can be combat-level related unfortunately. It really isn't practical when you think about it. Suppose you were a master BE/master chef/merchant like a lot of people are, and that got you level 80. What would happen if you dropped chef and merchant and got master rifleman instead? Would you still be level 80? Or would you actually lose combat level by picking up combat skills? hehe.


Also it would create a wierd situation where other combatants would want to group with you to increase their skills. You wouldn't have to fight, or do anything, yet the mid-level combatants that you grouped with would take only a fraction of the damage that they would without your help.





rahbert wrote:

Why does this matter though? We're not doing any combat... it's just to get around being 1-hit incapped by high-level critters while sampling DNA.

The only reason BE is considered a combat profession is so that we can wear armor... nothing more. BE have the same combat abilities as a tailor.








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Spazzers
Tue May 10, 2005 1:12 pm
#13



Stupid forum posted without any text.





Also it would create a wierd situation where other combatants would want to group with you to increase their skills. You wouldn't have to fight, or do anything, yet the mid-level combatants that you grouped with would take only a fraction of the damage that they would without your help.




I'm not sure why this would be an issue. a combatant can group with someone now that is CL80 and raise their CL. For instance, a CL80 combatant wants to sit in the medcenter and heal AFK because they can't find a doctor. They group with a novice who is tired of dying. The novice goes out and grinds critters, taking less damage. It's pretty much the same situation.


I'm not sure if this is the case but, if a crafter with a CL17 groups with a combatant doesn't that lower the combatant's level? If this infact happens why would a combatant ever group with a crafter?


"can you escort me to my harvies please?"


"heck no, you'll just get us both killed."

Message Edited by Spazzers on 05-10-2005 01:18 PM



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
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